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zarlor
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Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819

Old August 24th, 2014, 07:57 AM
You don't need anything in the Timing box at all, it's just meant, from what I can tell, as a check on ensuring a more specific timing for the script to run within the set Phase/Priority is all.

What is it trying to do with post d12 values, though? It looks like your trying to take, for example, a d12+1 and make the bonus (6 + ((7/2) - 1)) = 9? Is that right? It would jump from being a +6 bonus at d12 to +9 at d12+1? If it should be 7 then why not just use the straight trtRoll since it's already at the half value? So something like:

Code:
perform #traitadjust[trTough,+,hero.child[attrAgi].field[trtRoll].value,"Half Agility"]
should be all you would need, I would think, without all that figuring a bonus value and stuff.

Lenny Zimmermann
Metairie, LA, USA

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SeeleyOne
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Old August 24th, 2014, 09:36 AM
You only have to have something in the timing box if it matters. Most of them that I have seen were in Initialization, Pre-Traits, and Traits. And even then the "before this" or "after that" are not always used.

In the Final stage it is messing with it after the fact. It would not be used to calculate other things (which Toughness isn't anyway), so timing is not an issue.

Evil wins because good rolls poorly .... or the players are not paying enough attention to the game.
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Paragon
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Old August 24th, 2014, 09:16 PM
Quote:
Originally Posted by zarlor View Post
You don't need anything in the Timing box at all, it's just meant, from what I can tell, as a check on ensuring a more specific timing for the script to run within the set Phase/Priority is all.

What is it trying to do with post d12 values, though? It looks like your trying to take, for example, a d12+1 and make the bonus (6 + ((7/2) - 1)) = 9? Is that right? It would jump from being a +6 bonus at d12 to +9 at d12+1? If it should be 7 then why not just use the straight trtRoll since it's already at the half value? So something like:
From my understanding, and this is just from reading the commenting where I took it from, its supposed to cut the + bonus in half for values over 12 and apply them. If that's not done correctly, its not done right in the base Toughness calculation for the game, because its pretty much cut and paste from there, just with Agi substituted for Vig.


Check out the Toughness code if you want to see what I'm talking about.
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Paragon
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Old August 24th, 2014, 09:16 PM
Quote:
Originally Posted by SeeleyOne View Post
You only have to have something in the timing box if it matters. Most of them that I have seen were in Initialization, Pre-Traits, and Traits. And even then the "before this" or "after that" are not always used.

In the Final stage it is messing with it after the fact. It would not be used to calculate other things (which Toughness isn't anyway), so timing is not an issue.
Yeah, I tried removing it and moving around the others, and nothing seems to have caused any change.
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SeeleyOne
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Old August 25th, 2014, 01:49 PM
How about the eval scipt inside the Thin Men's Agility is Tough ability be something more like this.

Pre-Traits 5000
Code:
var vigor as number
var agile as number
var bonus as number
bonus = 0

~ Re-Establish Base from Vigor
      vigor = #trait[attrVig]
      if (vigor >= 6) then
        vigor = 6 + round(hero.child[attrVig].field[trtRoll].value / 2,0,-1)
        endif

~ Establish Base from Agility
      agile = #trait[attrVig]
      if (agile >= 6) then
         agile = 6 + round(hero.child[attrAgi].field[trtRoll].value / 2,0,-1)
        endif

~ Compare them
      bonus = agile - vigor

~ Apply to Toughness
      perform #traitadjust[trTough,+,bonus,"Thin Man"]
The above makes it so that it will use Agility. You can change the compare equation to an "if" statement to take the highest if that is what you are after instead. Something like "if (agile > vigor" then bonus = agile, else bonus = vigor.

Evil wins because good rolls poorly .... or the players are not paying enough attention to the game.
SeeleyOne is offline   #15 Reply With Quote
Paragon
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Old August 25th, 2014, 06:47 PM
It needs to use both, not just one, otherwise they're too brittle; they don't wear any armor so its a substitution for that, and they're supposed to be able to take a single assault rifle round (9+ damage) without folding as extras.
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SeeleyOne
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Old August 25th, 2014, 07:30 PM
Oh ok, then just do the agility part and add it. It might work in either Pre-Traits 5000 or Traits 5000, you could try it without the timing in Traits 5000.

Evil wins because good rolls poorly .... or the players are not paying enough attention to the game.
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Paragon
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Old August 26th, 2014, 06:41 AM
I'll give it a try and report back; though I'm still not sure why the current version isn't doing something.
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Paragon
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Old August 26th, 2014, 07:33 AM
Okay, I tried this:

Code:
var agile as a number
bonus = 0

agile = #trait[attrAgi]
      if (agile >= 6) then
         agile = 6 + round(hero.child[attrAgi].field[trtRoll].value / 2,0,-1)
        endif
      
      bonus = agile

perform #traitadjust[trTough,+,bonus,"Thin Man"]
and it gave me "unknown variable type specified" on line one.
Paragon is offline   #19 Reply With Quote
Paragon
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Old August 26th, 2014, 07:37 AM
I'm guessing the problem is it isn't actually doing anything with "bonus" in my original code, so when it gets to that part it doesn't add anything, even though it didn't object to the syntax. I'm just not sure what the problem is.
Paragon is offline   #20 Reply With Quote
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