Ok, I'm working on Savage Rifts, and in it the Glitter Boy Power Armor provides a strength of d12+4 (value of 9) when worn.
I'm trying this:Pretraits/5500
Code:
~Strength starts at value of 2 (d4)
var DiffStr as number
DiffStr = 7 - #trait[attrStr]
if (field[grIsEquip].value <> 0) then
#traitcreation[attrStr] += DiffStr
hero.child[attrStr].field[trtMaximum].value += 4
endif
This successfully provides a strength of D12+4 if strength hasn't had any points put into it (and at a d4).
If strength is at a d6 before equipping the GB armor, Then strength becomes d12+5 when equipped. However, if it is at a d8, it still only goes up to a d12+5. At that point, when unequipped STR becomes a D6 abd there is an attribute point to spend.
Is there a used way to set an attribute to a specific value when an item is equipped?
Thoughts?
Thomas