• 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

Rifts for Savage Worlds

I think I'm figuring out how the Editor is working. If I was to go through and add a few CS items, then someone could verify that I'm doing it correctly? I could save it as a Rifts_FM_Work.dat or something?

Would that work?
 
So I was looking at the body armor section, and does anyone have any suggestions for how to set up the minimum strength required for body armor? Weapons have a section for it, but armor does not.

Salcor
 
I think I'm figuring out how the Editor is working. If I was to go through and add a few CS items, then someone could verify that I'm doing it correctly? I could save it as a Rifts_FM_Work.dat or something?

Would that work?
I tried to respond to your PM, but you’re set to not receive any. :) Send anything to TN_Clegg AT lycos DOT com. Also, let me know how you want to be credited in the files. :)

So I was looking at the body armor section, and does anyone have any suggestions for how to set up the minimum strength required for body armor? Weapons have a section for it, but armor does not.

Salcor
Im away from my laptop at the moment... is it a field or a tag for Weapons? If a field, does Armor have the same field?
 
So I was looking at the body armor section, and does anyone have any suggestions for how to set up the minimum strength required for body armor? Weapons have a section for it, but armor does not.

Salcor


Add a Field under the Fields button on the right side.
Use the variable defStrReq
Use 1/2 of the die value for the minimum strength.
For example d8 would be 4, d10 would be 5
 
Interesting thing I noticed, for some reason the Cybernetics Modifications for Armor and Toughness don't seem to add to the base attributes.

I've been trying to figure out how to add Armor to the Armor Plate and Toughness to the Reinforced Frame. Unfortunately, I'm failing at it.

Update. I think I figured it out.

For Armor Plating I added this as an Eval Script, Pre-Traits
herofield[acDefHead].value += 4
herofield[acDefArms].value += 4
herofield[acDefLegs].value += 4
herofield[acDefTorso].value += 4

For Reinforced Frame, I added this as an Eval Script, Pre-Traits
perform #traitadjust[trTough,+,2,"Reinforced Frame"]

I, also noticed that the M.D.C. Armor which I think is being used for the Cyborg base armor, needed to have Toughness added to it. As well as, "Stacks on Top of Regular Armor" flipped on.
I added this to Eval Script, Pre-Traits to add the Toughness.
if (field[grIsEquip].value <> 0) then
perform #traitadjust[trTough,+,3,"Borg Body"]
endif

Did this do it correctly?
 
Last edited:
Triax T-11 Enhanced Armor.
I noticed it didn't increase pace and/or Strength correctly, so I added this to the Eval Scripts. I think it works now, but I still have one problem. It tries to use the new strength as an actual strength for the cost of Skills.

Any idea on how to fix that one?

Eval Scripts:

var DiffStr as number
DiffStr = 4 - #trait[attrStr]

if (field[grIsEquip].value <> 0) then
#traitcreation[attrStr] += DiffStr
hero.child[attrStr].field[trtMaximum].value = 8
perform #traitadjust[trTough,+,2,"Armor"]
perform #traitadjust[trPace,+,2,"Armor"]
endif
 
Just updated following files on the Github:
  • Rifts.dat
  • savrifts_tab_herojourney.dat
  • savrifts_tab_framework.dat
  • Rifts.1st
  • Savage Rifts - ReadMe.txt
 
This may be jumping a head a little bit, but I was trying to figure out how to add Power & Robot armor.

Any chance you might be able to add one of each, and I can copy them as examples for the others?

I'm wondering, how should we indicate which updates I make here get captured in your various update?
 
Error while loading Rifts.dat:


The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

File: Rifts.dat (line 597) - Encountered unknown element tag 'eval'


Looks like it just needs a </eval> on Line 596.
 
Last edited:
Error while loading Rifts.dat:


The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

File: Rifts.dat (line 597) - Encountered unknown element tag 'eval'


Looks like it just needs a </eval> on Line 596.
Sorry about that! The fixed rifts.dat is uploaded.
 
This may be jumping a head a little bit, but I was trying to figure out how to add Power & Robot armor.

Any chance you might be able to add one of each, and I can copy them as examples for the others?

I'm wondering, how should we indicate which updates I make here get captured in your various update?
For Power Armor, look at the Glitter Boy Armor (vhGlttrBoy). I'll see if I can add a robot at least sometime soon. :)
 
I think I'll put additions or code augments in in Blue and errors I find in Red.



Code Addition:
[/COLOR]
Cyberware Leg Upgrades weren't adding +2 pace per selection.

Eval Script, Pre-Trait
perform #traitadjust[trPace,+,2,"Cyberware"]


Cyberware: Armor Plate, doesn't add +4 armor.
I was trying to use this string to add it, but it doesn't like stacking with the M.D.C. Armor you are using for Borgs.

Eval Script, Pre-Traits
herofield[acDefHead].value += 4
herofield[acDefArms].value += 4
herofield[acDefLegs].value += 4
herofield[acDefTorso].value += 4



Cyberware: Reinforced Frame, doesn't add +2 toughness. This too isn't really stacking with things from body armor, or even Edges.

Eval Script, Pre-Trait
perform #traitadjust[trTough,+,2,"Reinforced Frame"]



M.D.C. Armor

Description: A Combat Cyborg alloy structure provides +8 M.D.C. Armor. and +3 Toughness. This cannot be combined with normal body armor.

Eval Script, Pre-Trait
perform #traitadjust[trTough,+,3,"Armor"]




Though, for some reason it doesn't keep the Toughness modification or Armor modification. Still working on that.
 
Last edited:
Back
Top