• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Problem with anything that raise a stat.

jbearwillis

Well-known member
I have been checking on anything that raises a stat that can be equipped and unequipped has problems. Lets say you have a d10 in strength and you have one of the powered armor that gives a +2 to the strength stat when you equip it which would only allow it to go to d12 because of the d12 limit. When you unequipped it, the strength stat drops to d8 instead of the d10 which it started out at. I have noticed it do that on anything that raises a stat above a d8 that maxes out the stat above a d12. Any answers on how to fix this.
 
Say I have a character with a d10 in strength, now I add the heavy powered armor which gives a +2 to strength when it's equipped, So I equip it and it gives me a d12 in strength because of the limit of only being able to go to d12 without an edge to allow me to go above that, which is correct by the rules. When the powered armor is unequipped, instead of it going back to the d10 it drops it to a d8, instead of going to the characters original d10 before the armor was equipped.

1) Make a character, put his strength at d10.

2) Buy the heavy powered armor for free and then equip it.

3) The strength should now show d12.

4) Now Un-equip said Powered armor and instead of you having a d10 which you started out with it drops it down to d8, because the armor when equipped give a bonus of +2.

Is there a way to fix that or is it just something herolab can't do.
 
Never mind, I don't know what happened, must of been a glitch, it's not doing it now. It was doing it every time over the weekend and now it's working fine. LOL, sorry about the confusion. My bad. I can't seem to get it to do it now, kind of confusing me. Hope it doesn't do it again. The code I used for my battle dress was the same as the one used for the powered armor (Heavy Suit), but it was doing it on all the powered armor suits in the program not just mine but the ones that are already in the program, but it's ok now.
 
OK, I have pulled all the user files out of the savage worlds folder and have a blank slate (just what comes with the Savage Worlds game files plus all the supplements that you have to buy (which mean just the companions). When you have none of the companions check, just basic game files and buy strength up to a d10 and buy the powered armor heavy suit which gives you a +2 to strength when equipped and equip it, it raise your strength up to d12 which is the limit without an edge. If the armor is unequipped the program drops your strength to d8 and not a d10 which it should.

I have found out that if you check the Supers companion and also the inherent power under the Genre conventions the armor works as it is suppose to do.
If you have a d10 in strength and equip the armor it raises your strength to d12+1 and then when you unequip said armor it drops your strength to the correct strength you started with. This only works with what I have done as above.

If you don't have the supers companion checked and the inherent power check it does not. That's why I thought it was corrected. I have no user data files in said savage world folder. so it can't be any of those files. I have deleted the all the savage worlds folders and then reinstalled savage worlds and this is still happening. So either my whole program has a problem or I believe it's a bug. Please help me to figure this out because I'm at a loss. LOL. HELP!!!!! LOL. it's driving me crazy.
 
Looking at the evalscript for Power Armor (Heavy Suit) it's using "#traitbonus[attrStr] += 2". I also tried it with "perform #traitadjust[attrStr,+,2,"Heavy Suit"]" and I get the exact same problem. With a d10 STR portfolio, equip the suit raises STR to d12 (appropriately), unequip the suit and in both cases STR drops down to d8, not d10 like it should.
 
Well I would say it's a bug, but I don't know if there is a way to get it to work right or not. I just know in you do it and you finish your character and move on to advancement, and then equip anything along those line and then unequip them it will throw an error and then you can't fix it without going back into and unlocking character which is a pain. So CapeCrusader if you read this I'm informing you a bug has been found. I don't know if there is a way to fix it with some type of script. maybe with powered armor and anything that works like that that is any form of equipment to set it up to allow it to go above d12 (d12+1, d12+2, etc..) like it can do in the super powers companion add-on.
 
That's because the Super Powers Companion doesn't have the same limits. Once that's selected, it increases the limits to allow for Super-Attributes.
 
Yes I know that - what I'm saying is a bug is the equipping part and unequipping that drops you r stat below where it started at. That is a bug.
 
OK, in your code use trtInPlay instead of trtBonus. It's doesn't count towards the limit, and is intended for those temporary bonuses that fall outside the normal Attribute limits (It's not actually changing the character's Strength, just adding to it.) It's what I used for Magic Items with Boost Trait.
 
Last edited:
Thats cool in my code but it's also in the powered armor " heavy suit that comes with the Savage world files. It does it on it to that's where I notice it, doing it first. That's is why I was letting you know about it was all or were you telling me you fixed it in the basic savage world files and then how to fix it in mine.
 
Back
Top