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An edge modifying racial natArmor

Takeda

Well-known member
I created two Racial Properties: Armoured Body +1; Armoured Body +2. They work just fine (I think), based off the rpShell. I'm only using the Armoured Body +1 at the moment.

++++++++++++++++++++++++++++++++++++++++++++++++++++++
Phase: Initialization Priority: 100

~set the defensive value for the armor
perform hero.child[armNatural].setfocus
focus.field[defDefense].value = 1
++++++++++++++++++++++++++++++++++++++++++++++++++++++

Now the issue is there are racial edges that modify the natArmor provided by this racial property. Problem is it displays properly in Abilities & Armory but doesn't change anything in Basics ... I.E. If one Racial Edge replaces the natArmor with a +3 to armour and penalizes some skills that works fine ... but for the Toughness in the Basics column it still shows 8(1) instead of 10(3). I made it selectable so it could be 'turned on' but that makes no difference.

Here's the text for the Edge ... I know I'm dropping the ball somewhere ...

++++++++++++++++++++++++++++++++++++++++++++++++++++++
Phase: Pre-traits Priority: 6000

~set the defensive value for the armor
perform hero.child[armNatural].setfocus
focus.field[defDefense].value = 3
++++++++++++++++++++++++++++++++++++++++++++++++++++++

Help.
 
Here's something that may help you figure out the correct phase & priority to use:

On a test character who has natural armor, in the Develop menu, make sure that "Enable Data File Debugging" is turned on. Then, at the bottom of the Develop menu, choose Floating Info Windows...Show Selection Tasks. Then, in the list of items, find and check "Natural Armor", hit "OK", and then look at the list of scripts that's shown.

You'll see that there's one named "[Apply Armor] Eval Script" - that's at Pre-Traits/5000. If this armor is applying its effects at pre-traits/5000, making a change to the armor at pre-traits/6000 may mean that you don't alter the value that gets applied to the Toughness - your change is happening too late.
 
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