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Duggan
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Volunteer Data File Contributor
 
Join Date: Nov 2009
Posts: 1,502

Old July 15th, 2017, 08:43 AM
Woof... all skills are in, although the mechanics for specialties don't work yet. Derived Values seems a likely place to go next, but Health has different calculations for different races, so I'll hold off for the moment (although as soon as I've got basic races in, I can handle all but two of the races with a trait value, I think). Defense is easy enough to do, being based on Dodge. RiPPs is simply a value, which can be added to or removed during the game.

Side thing, I just know that I'm going to find this soon enough, but what's the easiest way to set a starting value for a skill? Everyone starts with a 5 in Dodge (plus any ranks for Command Package, Background, and Sophont Type), and can only add points, up to the maximum of 9 for starting players. Setting trtUser to 5, and trtMinimum to 5, works, except that it looks like it gets counted in the accounting for points spent. Am I best off adding another field for "innate" ranks or the like that isn't counted toward expenses?
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