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Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Quote:
What phase & priority are you using? Are you adding to the rating (like reflex recorders), or to the dicepool (like enhanced articulation)? (You want to be adding to the rating). Enhanced Articulation only modifies skills in the Physical category - Dodge is a Combat skill, so it's not improved by enhanced articulation. |
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#1 |
Junior Member
Join Date: Aug 2011
Posts: 21
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Can you also post how you made the move-by-wire addition? i have several people in my grp that use it and i am not a programer, so would be helpful to see how you did it so i can pass it along. Thanks!
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#2 |
Senior Member
Join Date: Aug 2011
Posts: 224
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This is the script I used. It may not be correct or most efficient way since you haven't had a chance to release documentation, so I am just groping in the dark.
Phase: Traits Priority:5000 Timing: After Calc grRating, Before Calc trtFinal #2 ~only proceed if we're not disabled doneif (activated = 0) ~+Rating to REA and Initiative Passes perform #traitaugment[attrRea,+,field[grRating].value*2,""] perform #traitaugment[attrPass,+,field[grRating].value,""] foreach pick in hero from SkillAct where "Skill.skaDodge" perform eachpick.field[DicePool].modify[+,field[grRating].value,""] nexteach A goofy way to do it by just looping through one skill, but I don't know the method to directly modify a skill and it was all I could find. I modified the loop used for skill groups. It does appear that I am just modding the dice pool. Should I use something like: perform eachpick.field[Rating].modify[+,field[grRating].value,""] or is there a method to directly add. Which would be much more elegant. I tried traitaugment but it didn't work. Is there a skillaugment? However I have also now noticed that the calculations are not taking Dodge specializations in account. For instance, if a have a Ranged specialization on Dodge, it is not being added to Ranged Full Dodge. I also tried to have it give the player the free skillwires, but could only get it to give a rating one as a bootstrap. I don't know how to vary the rating of a bootstrap and get it installed into the character for no cost or essense. So I removed it and instead created a copy of the skill wires that have no cost or essense that can be added manually. Last edited by DrunkZombie; August 13th, 2011 at 11:51 AM. |
#3 |
Senior Member
Join Date: Aug 2011
Posts: 224
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Quote:
I have also created Genetic Optimization using the script: Phase: Pre-Trait Priority: 5000 Timing: After Apply Racial Min/Max, Before Attr Calc trtMaximum Bound trtUser ~if we're not active, just get out now doneif (activated = 0) ~if nothing's been selected, there's nothing we can do call usrChosen1 doneif (state.isfocus = 0) ~add 1 to the natural maximum of our selected attribute focus.field[trtNatMax].value += 1 You also need to change some fields in the configuration: Menu 1#: Choose Attribute Menu 1# Source: All Picks on Hero Menu 1# Tag Expression: component.Attribute & (AttrCat.Mental | AttrCat.Physical) A dropdown will appear next to the name on the cyberware listing allowing you to choose the attriibute. Last edited by DrunkZombie; August 13th, 2011 at 11:49 AM. |
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#4 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Here's how to add an augmentation bonus to a specific skill:
Code:
hero.childfound[skaDodge].field[trtAugment].modify[+,1,""] |
#5 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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I've put the dodge specialties on my to-do list, thanks for the report.
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#6 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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For the skillwires, I'd suggest looking at the script, and having this apply the same effects, rather than adding a separate piece of cyberware.
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#7 |
Senior Member
Join Date: Aug 2011
Posts: 224
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Cool. Thanks for the help.
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#8 |
Senior Member
Join Date: Aug 2011
Posts: 224
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Quote:
~record 2x rating on the hero's activesoft limit perform herofield[acActSLim].modify[+,2 * field[grRating].value,""] ~and the rating as the max for any one activesoft perform herofield[acActSMax].modify[+,2 * field[grRating].value,""] Notice that the active soft limit is *2 as it should be, but the max for one activesoft is also *2. |
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#9 |
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