Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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Quote:
TC Working on - |
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#241 |
Senior Member
Join Date: Sep 2009
Posts: 173
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TCArKnight,
Any updates to the files coming out? With SW 5.5 that will fix our problem for the mystic and the dragon when it.comes to powers. I am still trying to figure out how to.do the dragon with two.seperate forms. Salcor |
#242 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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I’m having issues with my laptop, so that’s delaying the updates.... Looking at the 5.5 info and CC’s clarifications, it not going to enable multiple Arcane Backgrounds, just redo the Arcane Powers so they are not unique (as I understand it).
I’ll get one up ASAP though. Working on - |
#243 |
Senior Member
Join Date: Sep 2009
Posts: 173
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Yeah, I saw that response. I guess I misinterpreted the post. Although, we could create a specific arcane background for the mystic, and include duplicate powers, and annotate some how that they use the psionics skill instead of the arcane skill.
Sorry to hear about the laptop problems. Salcor |
#244 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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Quote:
However, if I create a new weapon, the chooser doesn't show. Code:
<thing id="cybSRBICCW" name="Built-In Close Combat Weapon" description="Each of the weapons listed in the Close Combat section can be integrated into a cyborg’s framework. Treat the Strain as 1 for every five pounds (round up), and multiply the cost by 1.5 to get the cybernetic version cost." compset="Cyberware"> <fieldval field="grDupMax" value="2"/> <fieldval field="cybStrain" value="1"/> <fieldval field="cybCandid1" value="component.WeapMelee & !Equipment.Natural"/> <fieldval field="grCost" value="1.5"/> <usesource source="SavRiftC"/> <tag group="Equipment" tag="StdCyber"/> <tag group="ChooseSrc1" tag="Hero"/> </thing> Working on - |
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#245 |
Member
Join Date: Oct 2016
Location: New York
Posts: 79
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When a Breed Advantage is selected as a Bonus Edge for a Dog Boy, it adds it to the Edges tab, but says that 1 Edge is overspent.
Also, can we get an adjustment that adjusts the number of Fortune/Glory and Hero's Journey "slots" up or down selections? Not sure if that is possible. It looks like M.A.R.S get 4 free Advances and then add XP from there, but the problem with that is when you get to 66 XP (86 XP) you should not get an Advance because you really need to get to 70 XP (90 XP) to get that next Advance. Maybe it might be better to just start M.A.R.S. with 20 XP. The NS-S2 Survival Pack is added as a container, but there is nothing in it. Also, that seems to prevent it from being stored in a Custom Location. Currently playing: Starfinder Fallout, Star Wars Saga Edition, Savage Worlds Slipstream. |
#246 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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Quote:
The Advances for the M.A.R.S. should be working correctly. It’s the same script applied as in the Code Examples thread. 20XP and 4Advances both so they can start at Seasoned. Is this not the case? I’ll also look at the Survival Pack. I really want to see if there is some way to automatically include the contents rather than just list them. Glad getting some use out of the files. Working on - |
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#247 |
Member
Join Date: Oct 2016
Location: New York
Posts: 79
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Quote:
However, for a M.A.R.S in Savage Rifts starting at 20 XP, adding 66 XP, bringing the total to 86 XP, is giving 17 advances, making me think that the table that has the XP => Advances is "bumped" up 20 XP before you start onto the 10 XP per advance tiers. Does that make sense? Currently playing: Starfinder Fallout, Star Wars Saga Edition, Savage Worlds Slipstream. |
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#248 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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Quote:
Correct? Working on - |
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#249 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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New files uploaded to Github - Files updated: Rifts.Dat, Rifts.1st
Coalition Field Manual - Complete (w/separate source) Power Armors - Complete Robot Armors - Complete Working on - |
#250 |
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