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Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,003

Old December 12th, 2017, 05:20 PM
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
~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
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?


Working on -
TCArknight is offline   #1 Reply With Quote
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Old December 14th, 2017, 09:53 AM
Anyone? Any thoughts?

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TCArknight is offline   #2 Reply With Quote
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Location: Metairie, LA, USA
Posts: 1,753

Old December 14th, 2017, 09:56 AM
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)
zarlor is offline   #3 Reply With Quote

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