11-08-2013, 09:15 AM | #1 |
Join Date: Aug 2004
Location: Austin, TX
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Displaying modifiers based on selected modifiers
I have a piece of equipment called Leather Armor that I want to modify with the modifier "Dragonhide". After I add that tag, I want to be able to add a modify "Elder" - but only if the Leather Armor has the Dragonhide modifier.
What's the best way to do this?
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11-08-2013, 03:43 PM | #2 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Displaying modifiers based on selected modifiers
You really can't do anything like that with the program. Your best bet is to just set up two different modifiers, one "Dragonhide" and the other "Elder Dragonhide" with the later including the former (that is, if the first is +2 DR and *2 cost and the later is a further +2 DR and *2 cost then you'd just make it +4 DR and *4 cost)
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
11-08-2013, 06:15 PM | #3 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Displaying modifiers based on selected modifiers
Drat.
Okay, easy enough to make the change. Thanks for the quick response.
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11-11-2013, 12:37 AM | #4 |
Join Date: May 2011
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Re: Displaying modifiers based on selected modifiers
Why not make t a leveled modifier? You can use level name tags with modifiers, right?
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11-11-2013, 02:47 AM | #5 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Displaying modifiers based on selected modifiers
Quote:
This gets difficult with asymmetric level bonuses (that is, where the bonus is not a flat +X per level). Usually I prefer the KISS method unless there's a compelling reason to make things more complex.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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