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>
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