Thread: Boot Hill
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SAbel
Senior Member
 
Join Date: Jul 2007
Location: Walbridge, Ohio
Posts: 767

Old December 3rd, 2010, 05:52 PM
Hey everyone, … HELP ..
I am stuck; so here is what I am attempting to do: for skills in boot hill; have HL ad up the total for attributes, then find the amount of skill points to assign based off this total.
Take those skill points and divided them into half must be spent on “work skills/non-combat” and the other become “free to spend or Weapon skills”.
Work skills cost 1 point to purchase and the player would put in the skill start total (ranked from 7 -20, based off a modified 2D10 roll not need to be programed in only player input)
Weapon skills cost 1 point per rank and maybe purchased multiple times at same cost just adding 1 point to the weapon skill total.
I am looking in through the trait.str line 178 to 187
<!-- Each skill point that is allocated by the user costs 2 CP -->
<eval index="2" phase="Traits" priority="10000">
<before name="Calc resLeft"/>
<after name="Bound trtUser"/><![CDATA[
~if this skill is not added directly to the hero (i.e. an advance), skip it entirely
doneif (origin.ishero = 0)
~adjust the resource appropriately
hero.child[resCP].field[resSpent].value += field[trtUser].value * 2
]]></eval>
But I am not sure this is the right and only place I need to work on to make this happen, or really how to start it.
The attribute totals to find starting skills looks like this:
Attribute = skills (half must be work type)
27 - 40 = 10 skills
41 - 62 = 8 skills
63 - 80 = 6 skills

Any ideas out there?
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