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Calculation order of Ability modifiers

  • Thread starter Thread starter vampirelogan at shaw.ca
  • Start date Start date
V

vampirelogan at shaw.ca

Guest
I am currently working (un-officially for my own copy of the files)
on the Necromunda data files and I have encountered a problem that I
was wondering if anyone knows how to fix it (or if it is even
possible to fix, which would also be good to know).

With Necromunda, you can give upgrades to your units that increase
their abilities (done with an option that uses the base special
attribute eg. base:Init+1). The problem I have is that there is also
an Item (Carapace Armor) that halves the ability (Init/2-rounddown)
but when it calculates it out, the original value is halved before
the upgrades are applied and you do not get an accurate result.

For example, Unit X has a starting Initiative of 3 and has had 3
upgrades that upgraded its Init to 6. His Initiative should be 3 if
he is wearing Carapace Armor but it comes out as 4 (3 divided by 2
rounded down + the 3 upgrades).

Is there a way to make sure the upgrade is applied before the item
enhancement?

Thanks,

Dan.



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--- Dan Coburn <vampirelogan@shaw.ca> a écrit :
> I am currently working (un-officially for my own copy of the files)
> on the Necromunda data files and I have encountered a problem that I
> was wondering if anyone knows how to fix it (or if it is even
> possible to fix, which would also be good to know).
>
> With Necromunda, you can give upgrades to your units that increase
> their abilities (done with an option that uses the base special
> attribute eg. base:Init+1). The problem I have is that there is also
>
> an Item (Carapace Armor) that halves the ability (Init/2-rounddown)
> but when it calculates it out, the original value is halved before
> the upgrades are applied and you do not get an accurate result.
>
> For example, Unit X has a starting Initiative of 3 and has had 3
> upgrades that upgraded its Init to 6. His Initiative should be 3 if
> he is wearing Carapace Armor but it comes out as 4 (3 divided by 2
> rounded down + the 3 upgrades).
>
> Is there a way to make sure the upgrade is applied before the item
> enhancement?
>
> Thanks,
>
> Dan.
>

On item attributes, delete the stat modification. Add a type (HalfINIT
for example)
type:HalfINIT

Create an option with lower priority than the one wich add+3 to the
Init
Link it as 'auto' and restrict usage to units of type you define on the
item to make the division:
glob:auto
utyp:HalfINIT
base:init/2


Garfunkel








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