Thanks again for your reply darksun84.
I went ahead and started testing a PLEVEL=1 character and found that in this particular instance it didn't matter.
However, I wanted to share what I have found messing around with this today:
From what I can tell, doing this in the @HitTry event:
Code:
ACTDIFF = <eval -10>
Makes you miss every single time.
Doing this below, as you said, makes you 'hit' every single time:
Code:
ACTDIFF = <eval 10>
Then, since I wanted to create my own 'chance to hit' code that depends on what your tactics skill is, solely, I started playing around with different values for ACTDIFF. What I found is that ANY value less than or equal to -10, makes you miss every time. And from my quick testing, ANY value greater than or equal to -9 makes you hit every single time. (Please correct me if I'm wrong).
So in my instance, I wanted to make code that if you have 100 or more Tactics, you would have a 1 in 10 chance to miss, said another way, a 9 in 10 chance to hit. So I created this code that seems to work perfectly for my uses:
Code:
IF <eval <I.tactics>> >= 100
ACTDIFF = <eval RAND(-10,-1)>
SAY actdiff is <ACTDIFF>
RETURN 0
ENDIF
As you can see the use of a random number...
From my preliminary testing, this seems to work. However, I've run into another issue (of course!!!).
So in my @HitTry, I am first calculating my swing speed timer with ARGN1 based on my dex, then after that block of code, I'm using more code to decide what my chance to hit is by checking what my tactics is.
This is where I ran into an issue, I need a command like 'GOTO line 2314' or something like that. In otherwords, in my original @HitTry that I created to determine my swing time in reference to my DEX value, I was using RETURN 0 to jump out of the IF statements. What command do I need to use to 'jump' out of my swing speed code, and jump down to my chance to hit code?
Again I appreciate your time.
-Murmur