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Old 10-19-2015, 04:19 PM   #1
Henchman99942
 
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Default Leveled Modifier

Is there a way to have a leveled modifier that has a different baseweight multiplier for each level? I don't have a linear progression for the multiplier. I have a list of six different values.
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Old 10-19-2015, 05:57 PM   #2
Armin
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Default Re: Leveled Modifier

Unless I'm misunderstanding you, you could just use an @indexedvalue() in the gives to get the correct value for the multiplier, something like

gives(*@indexedvalue(me::level,1,2,3,4,5,6) to owner::baseweight)

replacing the 1-6 values with the correct multiplier for each level.
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Old 10-21-2015, 12:13 AM   #3
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Default Re: Leveled Modifier

Thanks, that worked, but it required an "=" sign before the "*". Otherwise the values started becoming additive.

gives(=*@indexedvalue(me::level,1,2,3,4,5,6) to owner::baseweight)


I am currently working on an incremental quality mod for clothing and armor. The modifier comes in two forms. It can either reduce the weight while providing the same protection, or it can increase the protection value while the weight remains the same. I had started this for additional cold protection for quality clothing, but I think I will add it to armor as well.

Very Good +1 CF Either *(8/9) Wt OR *9/8 DR and effective Wt.
Fine +4 CF Either *(8/10) Wt OR *10/8 DR and effective Wt.
Superior +9 CF Either *(8/11) Wt OR *11/8 DR and effective Wt.
Very Fine +19 CF Either *(8/12) Wt OR *12/8 DR and effective Wt.
Extraordinary +49 CF Either *(8/13) Wt OR *13/8 DR and effective Wt.
Best +99 CF Either *(8/14) Wt OR *14/8 DR and effective Wt.

The maximum bonuses are TL dependent of course.

I've been adding equipment and equipment mods to GCA. I am sure it is just a waste of time, but it's sorta fun (kind of) (I guess).
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Old 10-21-2015, 01:40 PM   #4
Armin
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Default Re: Leveled Modifier

Quote:
Originally Posted by Henchman99942 View Post
Thanks, that worked, but it required an "=" sign before the "*". Otherwise the values started becoming additive.

gives(=*@indexedvalue(me::level,1,2,3,4,5,6) to owner::baseweight)
Sorry about that. There was an = in my notes; I must have inadvertently deleted it during editing at some point.


Quote:
Originally Posted by Henchman99942 View Post
I am currently working on an incremental quality mod for clothing and armor. The modifier comes in two forms. It can either reduce the weight while providing the same protection, or it can increase the protection value while the weight remains the same. I had started this for additional cold protection for quality clothing, but I think I will add it to armor as well.

Very Good +1 CF Either *(8/9) Wt OR *9/8 DR and effective Wt.
Fine +4 CF Either *(8/10) Wt OR *10/8 DR and effective Wt.
Superior +9 CF Either *(8/11) Wt OR *11/8 DR and effective Wt.
Very Fine +19 CF Either *(8/12) Wt OR *12/8 DR and effective Wt.
Extraordinary +49 CF Either *(8/13) Wt OR *13/8 DR and effective Wt.
Best +99 CF Either *(8/14) Wt OR *14/8 DR and effective Wt.

The maximum bonuses are TL dependent of course.

I've been adding equipment and equipment mods to GCA. I am sure it is just a waste of time, but it's sorta fun (kind of) (I guess).
Not a waste of time if you can use it in your games. And don't forget that you can put it up on the GCA Repository for others to use, because it seems like the kind of thing many other types of folks might also like.
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