Re: GCA and Half-Stat Default
Managed to make half-stat defaults work for spells.
Defines new attributes, e.g., Alter
I defined a new technique-like stat under [SKILLTYPES] but with the points cost of a skill (named it Force/E, Force/A, Force/H, and Force/VH instead of Tech/A and Tech/H). This with the already defined halfstat skilltypes for Force Sensitive, Alter, Control, and Sense in the same way as the normal attributes.
Under skills I put the defaults. Example: Default (Alter), Alter/A[+0], needs(), default(Alter + me::defmod), defmod(-@int(0.5 + ST:Alter/2)+@MIN(@INT(ST:Alter/2),@MAX(0,ST:Alter-ST:RuleOf::score))+0), page(TF?), cat(Force Skills), hide(yes)
Under spells I use: Force skill name, type(Force/A), default("SK:Default (Alter)" + 0), upto(prereq + n), needs("SK:Default (Alter)"), ... and the rest of the normal spell definition.
Now I can use spells at default (at 0 CP cost) and using half the attribute value in the same way as with normal skills.
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May the Force be with us all
Dark Lord Azagthoth
Star Wars - TRPG
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