Creatures can both gain or lose size in SMALL, MEDIUM or LARGE variations -- coupled with appropriate stats.
So there are 7 possibilities:
Smallest - Smaller - Small - Average - Big - Bigger - Biggest
The idea here is that the Small, Big and Average will be by far the most common players will encounter - since they represent an average size.
-Smaller creatures lose half of the gained Ability integer in CON and STR.
They don't get bonus HP and only gain Dodge AC. Smaller creatures gain an Attack bonus. (so + 5 Abilty means +5 on DEX but CON and STR will be lowered by half that amount which is - 2)
-Bigger creatures don't gain DEX but only STR. this is specified with ability integer.
They don't get an Attack Bonus but do receive a natural AC increase.
1. There's a chance to alter the creature when it spawns
2. If so then determine by how much to change him
3. Determine stats according to the sort of change
4. Apply appropriate size and stats for the determined size
In step two it determines for example a SMALL Change (size = 1.06 or 0.94) for example with appropriate stats for that. So it becomes either a bigger or smaller creature randomly.
Doing it this way there's a one in six chance that IF a creature is going to be altered it will be a LARGE change.
Then there's a two sixth chance that it will be a MEDIUM change.
And finally a three sixth chance that it will be a SMALL change with appropriate small effects.
The chance that a creature gets changed in ANY way is six twelfths so the total chance for having such a creature with a LARGE change (with appropriately adjusted stats) are --- 6/12 * 1/6 = 12/ 144ths but actually 6/144ths for a biggest creature and again 6//144ths for a smallest creature (Size = 1.16 or 0.84)
The MEDIUM change to either bigger or smaller has a somewhat bigger chance but overal the SMALL variation and NO varation will be by far the most common to be spawned. (which is appropriate I think since they represent an average)
This script is executed from the OnSpawn event for all HOSTILE creatures.
//Update 23 July 2011
--suggested stats have been added to the CR list per creature category.
This only changes the stats creatures gain or lose when grown / shrunk to be more balanced. (in theory)
Posted by Artevere at 2011-10-15 22:19:37 Voted 9.50 on 10/15/11
Interesting. I could possibly modify the random item script so the two could be packaged together. Randomly produce both creatures and item drops to take some pain out of development... _________________________ Random Item Generator
Thanks, keep in mind you need to define the values per CR block yourself!
The system will do the rest. - It only works on HOSTILE creatures currently, don't forget!
Hope you'll have good use for it :)
Posted by nicethugbert at 2011-07-20 22:09:10 Voted 10.00 on 07/20/11
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