Add fixed number of pts to skill
In savage worlds raising a skill costs 1pt per bump unless skill is raised beyond attribute and then it costs 2 pts per bump.
My problem is when I try to raise the skill by using the ui It treats the bonus as the last thing added and not the first <eval phase="PreTraits" priority="5000"><![CDATA[ perform hero.assign[CSMOS.Infantry] var skill as number var attrib as number var adjust as number var adjust1 as number var adjust2 as number attrib = hero.child[attrAgi].field[trtUser].value skill = hero.child[skShooting].field[trtUser].value adjust=3 ~figure which part of the adjust is below attribute level (costs 1pt) adjust1 = attrib - skill ~the rest is half as effective (costs 2 pts) adjust2 = (adjust - adjust1)/2 adjust2 = round(adjust2,0,-1) perform #traitadjust[skShooting,+,adjust1+adjust2,"Infantryman M.O.S."] ]]></eval> |
adimar, since you said your question was about Savage Worlds, I've moved your post into that forum, because that's the best place to ask about the specifics of how that game handles things.
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Adimar: are you trying to set the skShooting to a particular value for free? What exactly are you looking to do?
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I'm trying to define a single edge which will raise a couple of skills.
Raise should not be by a flat amount. But work the same way skills are raised manually. i.e. 1/raise below attribute & 2/raise above. For example: Lets assume AGI is d6 Specifically framework bootstraps skShooting to d4. Edge wants to raise skShooting by 4 skill points simulating the same way skills are added manually. 1=>d6 (still below agi), 1*2=>d8, the final point would be lost since it is not enough to raise another 2. (ideally it would still count when the player manually raised skill by investing some of his hindrance skill reward points) Adi |
Adi: let me think about the best way for this. The way you describe if the AGI was boosted to say D8 with Hindrance points, the edge would increase the skill to D10 (1 to d6, 1 to d8, 2 to d10) correct?
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