08102017, 11:57 PM  #1 
Join Date: Jul 2012

Trouble changing skill cost progression
Hello, I'm trying to modify the costs of existing skill types (inspired by http://www.gamesdiner.com/escargo), what I have now seems to stop working if skills go above 17 or so. And the program seems to behave strangely if I enter a higher skill value; seeming to accept the result, but then incrementally lowering the skill value when I click empty space in the program.
Am I doing something wrong, or am I coming across a technical limitation? full GDF attempt: Code:
[SKILLTYPES] DX/E, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(1), defaultstat(ST:DX), relname(DX) DX/A, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(2), defaultstat(ST:DX), relname(DX) DX/H, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(3), defaultstat(ST:DX), relname(DX) DX/VH, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(4), defaultstat(ST:DX), relname(DX) IQ/E, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(1), defaultstat(ST:IQ), relname(IQ) IQ/A, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(2), defaultstat(ST:IQ), relname(IQ) IQ/H, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(3), defaultstat(ST:IQ), relname(IQ) IQ/VH, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(4), defaultstat(ST:IQ), relname(IQ) HT/E, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(1), defaultstat(ST:HT), relname(HT) HT/A, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(2), defaultstat(ST:HT), relname(HT) HT/H, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(3), defaultstat(ST:HT), relname(HT) HT/VH, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(4), defaultstat(ST:HT), relname(HT) Will/E, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(1), defaultstat(ST:Will), relname(Will) Will/A, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(2), defaultstat(ST:Will), relname(Will) Will/H, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(3), defaultstat(ST:Will), relname(Will) Will/VH, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(4), defaultstat(ST:Will), relname(Will) Per/E, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(1), defaultstat(ST:Perception), relname(Per) Per/A, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(2), defaultstat(ST:Perception), relname(Per) Per/H, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(3), defaultstat(ST:Perception), relname(Per) Per/VH, cost(1/1.5/2/3/5/7/10/15/20/30/50/70/100), base(4), defaultstat(ST:Perception), relname(Per) Last edited by func_door; 08112017 at 12:00 AM. 
08112017, 02:21 AM  #2 
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.

Re: Trouble changing skill cost progression
It looks like some technical limitation  possibly a bug. I do notice that if you set the points for a skill (instead of level or using the spin buttons) that the program behaves as you'd expect, so that's a workaround if you ever find anybody who wants to put more than 50 points in a skill.
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Eric B. Smith GURPS Data File Coordinator GURPSLand The future keeps telling us what the past was about. You make the past mean different things by what you do with the time that comes after. 
08112017, 04:05 PM  #3 
Join Date: Aug 2004
Location: Portland, OR

Re: Trouble changing skill cost progression
Yes, there's a bit of bad code preventing cost progressions of more than about ten steps from working correctly.
I've identified it, and fixed it for the next version, but I'm afraid there's nothing to be done about it in the current release. 
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