by Natalya » Fri Aug 23, 2013 4:15 pm
Okay I'm not done coding it yet, but the minifig stat page, you will like choose the skill of your minifig (d4, d6, d8, etc...) and then you choose its armour type, and then you choose the minifigs' move.
The armour bit is a little complicated but here's how I think it will work, someone tell me if this makes no sense...
A: You choose no armour, so you don't pay any extra CP.
B: You choose 2010 Body Armour, total armour becomes 5, +1CP
C: You choose 2010 Heavy Armour, you get Armoured status, +2CP
D: You choose Light Armour, then you type in how much extra armour the minifig has, this is like my Mimetic Armour which does not convey Armoured status.
If you choose either of the 2010 armours then when you hit calculate, if you didn't make your move either 4 for Body Armour or 3 for Heavy Armour it will add +1 CP or +2CP respectively. I figure it is just one for Body Armour because you pay 1 CP for 2" standard propulsion for any size or structure level of creation, and I don't do half-of-a-CP calculations, so rounding up it is just 1. For Heavy Armour you imagine a Size 1 creation with Armoured status with 5 move which is 5CP because it is Armoured. A default minifig only spends 2.5 CP on propulsion meaning the CP increase for the propulsion is another 2.5 CP, but again, rounding stuff, so I'll just say the propulsion costs 4.5 CP (in order to make the final CP cost be a whole number) for their 5" of move and then +1 CP for each inch thereafter.
Cost for the Light Armour is done as 2 to the power of that number -1. For example, if you do +1 armour, then you're going with 2⁰ which is +1 CP. If you choose +2 then it is 2¹ or +2CP, and +3 armour would be 2² or +4 CP. The cost will exponentially increase thereafter, making ridiculous armour bonuses become ridiculously expensive.
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