Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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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 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 Working on - |
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Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819
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Not from me, yet. I've been mulling it over but I'd have to find some time to really work on it and I've been just too busy. If it helps any I would probably look fro the treatcreation macro on the Wiki or in the source code to see what it's doing and maybe that could give some clues on a way to set a value without trying to do the Diff value stuff.
Lenny Zimmermann Metairie, LA, USA Data files authored (please let me know if you see any issues with any of these if you have/use them): Official (In the downloader) 50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome Coming Eventually Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me) |
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