• 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

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
 
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. :)
 
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
 
I just found the the ranged weapons and CCW built in options from Sci-Fi companion work just fine if you include them in the character options.
Ok, with the Weapon, Ranged cyberware (from the SciFi Companion) there is a Weapon chooser to associate a bought weapon with the Cyberware.

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>
Am I missing something?
 
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.
 
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.

I’ll add the Breed Advantage to the issues list, and also see about adding the adjustments for HEroes Journey and Fortune and Glory Values.

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. :)
 
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?

No, that part is correct. However, when Savage Rifts is not activated, if you have 86 XP, you only get 16 advances. 3 at Novice, 4 each at Seasoned, Veteran, and Heroic, and then 1 at Legendary. Once you hit Legendary, you will only get an advance every 10 XP.

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?
 
No, that part is correct. However, when Savage Rifts is not activated, if you have 86 XP, you only get 16 advances. 3 at Novice, 4 each at Seasoned, Veteran, and Heroic, and then 1 at Legendary. Once you hit Legendary, you will only get an advance every 10 XP.

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?
17 is actually the correct number of advances. 86 XP / 5 XP per advance = 17 Advances + 1XP left over

Correct?
 
New files uploaded to Github - Files updated: Rifts.Dat, Rifts.1st

Coalition Field Manual - Complete (w/separate source)
Power Armors - Complete
Robot Armors - Complete
 
Hello, for the sake of coordination I figured I would let everyone know I am starting to work on the ley line Walker. I have two questions.

1) what would the code be to offset the cost of a free edge? I can find the code.for skills, but not for edges.
2) one of the issues we are having with things like powered armor (and the dragon's true form) is adjustments to the stat line that are not permanent. Is it possible in the program to create a duplicate stat line on the vehicle page that is adjusted instead of the primary stats. That way, say a glitter boy, would ha e his stats in the armor and out.of the armor.

Salcor
 
1) I'm guessing this is for the Master of Magic ability? Create that as a Framework ability, and bootstrap the Edges to it. That's how the Inner Light ability for Cyber-Knights is done. :) Otherwise use something like #resmax[resEdge] += 1 to increase the Maximum number of edges. :)
 
2) one of the issues we are having with things like powered armor (and the dragon's true form) is adjustments to the stat line that are not permanent. Is it possible in the program to create a duplicate stat line on the vehicle page that is adjusted instead of the primary stats. That way, say a glitter boy, would have his stats in the armor and out.of the armor.

Salcor
I've gotten the Strength modification working, so that's one downside fixed. When the armor is equipped, the strength of the hero will become the d12+x depending on the armor. :)

For the output, I'll see what I can do to improve that..
 
New files uploaded:
Added: Adjustment for Fortune/Glory points
Added: Adjustment for Hero's Journey points
Reworked Strength calculation for Power, Robot armors
-- Added vhSRArmStr tag group to use instead of vhSRArmStr
-- Scripted armors to increase Strength value based on new tag
Fixed: Dog Boy Breed Advantage costing Edge points when selected from Racial tab.
 
1) I'm guessing this is for the Master of Magic ability? Create that as a Framework ability, and bootstrap the Edges to it. That's how the Inner Light ability for Cyber-Knights is done. :) Otherwise use something like #resmax[resEdge] += 1 to increase the Maximum number of edges. :)

Yes, I did bootstrap the edged, but it counts them against the characters total starting edges. I appreciate that syntax.

Salcor
 
So I am working on the Ley Line Walker, and I was wondering about if we wanted to do anything with powers/mega powers. Would it be possible to add in Savage Rifts copies of the powers that if you have the Master of Magic or Master Psionics Edges that it unlocks the megapower aspect of the power? Or do we just create a power that has both the basic and mega powers in the entry and let the player manage which aspect they can use?

Salcor
 
Back
Top