I want an event that has a MTTH that increases by different amounts depending on the value of the modifier. In this case, I'm using peasant loyalty.
So, for instance, if peasant loyalty is at 0.1, the MTTH has a factor of 1, if it's 0.2, it has a factor of 2, and so on and so forth.
Let's say peasant loyalty is at 100 percent. If I then do modifier checks for 100%, 90%, 80%, and so on loyalty, in that order, I'm assuming they'd all be considered true, since the engine's actually testing them on a greater than or equal to basis.
Is that the case?
So, for instance, if peasant loyalty is at 0.1, the MTTH has a factor of 1, if it's 0.2, it has a factor of 2, and so on and so forth.
Let's say peasant loyalty is at 100 percent. If I then do modifier checks for 100%, 90%, 80%, and so on loyalty, in that order, I'm assuming they'd all be considered true, since the engine's actually testing them on a greater than or equal to basis.
Is that the case?