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Old 05-22-2018, 08:31 PM   #18
Lord Azagthoth
 
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Join Date: Jun 2006
Location: Helmouth, The Netherlands
Default 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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Dark Lord Azagthoth

Star Wars - TRPG
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