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Wound Modifiers Penalty Field?

zarlor

Well-known member
What is the field/variable used for Wound Modifier Penalties?

I'm asking because I'd like to code in the the Thin-Skinned Hindrance for Hell on Earth Reloaded which gives one extra -1 penalty given due to Wound Modifiers. So right now with 2 wounds you would get a -2 to show to all your rolls, but with this hindrance I'd like to make that show up as -3 to all those rolls. I'm just not sure where I need to interject that extra -1 penalty. (I can't do it to acWounds because it's not gaining an extra wound, I only want it to affect the penalty modifier, instead.)
 
To figure this out, in the develop menu, make sure "Enable Data File Debugging" is turned on, and then at the bottom, choose "Floating Info Windows", and then "Show Hero Fields"

Now, add and remove wounds from your test character, and watch what values change.
 
Cool! I'd never looked there before. Thanks! Now for the fun part to see if I've figured it out correctly and to get it to work... I think I may be using this functionality even more in the future. Very cool.
 
Woohoo! In case anyone needs the specifics for recreating this specific Hindrance I got it to work at Traits/5000:
Code:
herofield[acNetPenal].value = herofield[acNetPenal].value - 1

Thanks a ton for the tip, Mathias! WOOT! (Sorry, I'm just excited by this. :D)
 
Just to double-check, your ability triggers on fatigue penalties as well as wound penalties, right? That's what your current script looks like it will do.

Also, doesn't the current version mean you can never be at a wound penalty of 0?

If not, note that there are separate fields for wounds and for fatigue - there's also a field that used for "ignore this many wounds before appplying penalties" that you'll want to take into account.
 
Drat. You're right, it is affecting it at 0 wounds. That' s what I get for trying the easy way out and it does, indeed, affect Fatigue as well, which I don't want it to do. Grrr. Unfortunately that Fields Windows only shows the acNetPenal, butthat is affected by both Wounds and Fatigue, nothing there that covers only what's happening with one or the other. Hmmm....
 
So instead I just needed to do:

Code:
if (herofield[acWounds].value > 0) then
   herofield[acNetPenal].value -= 1
endif

:)
 
Don't you need:

Code:
if (herofield[acWounds].value > herofield[acIgnWound].value) then
  if (herofield[acWounds].value > 0) then
    herofield[acNetPenal].value -= 1
    endif
  endif

Looking around the Savage Worlds files, I found an edge called Nerves of Steel. By what you said about your ability, if the wound penalties don't exceed those that Nerves of Steel allow you to ignore, the extra penalty shouldn't be applied.
 
Technically it says "As long as he has at least one wound, he suffers an additional –1 penalty to all his actions (so a hero with two wounds suffers a –3, for example)." So it didn't say it was a modifier to Wound Penalties, necessarily, as it almost implies if you ahve any wounds you've got to take the penalty. Sounds like something I need to get clarified on the PEG forums.
 
This is fantastic, by reworking what you have, I was able to get my "Painless Feat" working completely. It now ignores the first penalty of both wounds and fatigue when I check mark it in the in-play tab. Mathias it's great having you help out on the forums, thank you very much.
JBear
 
If anyone is interested in the final outcome on this, Clint just ruled as I expected he probably would, so I'll leave the code as is. He stated,
If he has a wound, he'll take an additional -1 penalty. So even if he had Nerves of Steel, if he had one wound he would be at a -1 penalty (0 for NoS and -1 for the wound).

In essence, Nerves of Steel would negate the Hindrance, changing the penalties from -2, -3, -4 back to -1, -2, -3.
 
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