10-19-2020, 09:31 AM | #1 |
MIB
Join Date: Aug 2004
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How to add to effective ST with a weapon mod
I'm trying to add the Elvin modifier for bows. This multiplies the cost by 16 and effectively adds +2 to Strength for purposes of using the bow. So, for example, a ST12 Elvin Longbow could be used by a ST10 character at no penalty, range and damage as if the user had ST 12.
I can create a new mod multiplying the cost, but I'm not sure how to add +2 to the effective strength of the user without actually adding +2 to strength. How can I accomplish this? Thanks!
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We may, indeed, share 98% of our genes with chimpanzees, but then, we share 47% with cabbages. Last edited by TechOgre; 10-19-2020 at 10:22 AM. |
10-19-2020, 04:13 PM | #2 |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: How to add to effective ST with a weapon mod
I believe having the modifier give a bonus its owner's effective ST should do it: gives(=+2 to owner::effectivest)
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
10-19-2020, 06:55 PM | #3 |
MIB
Join Date: Aug 2004
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Re: How to add to effective ST with a weapon mod
Thanks! That worked perfectly!
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We may, indeed, share 98% of our genes with chimpanzees, but then, we share 47% with cabbages. |
10-21-2020, 05:56 AM | #4 |
MIB
Join Date: Aug 2004
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Re: How to add to effective ST with a weapon mod
My bad.
I did some further testing and at adds to ST for minimum ST, but not damage.
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We may, indeed, share 98% of our genes with chimpanzees, but then, we share 47% with cabbages. |
10-21-2020, 11:35 AM | #5 |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: How to add to effective ST with a weapon mod
Aaaah. Okay, I just looked at how bows are set up in the data, and that makes things. . . complicated.
Bows are set up to use weaponst(), which makes total sense because you buy a bow with some assigned ST, and the damage is based upon that, not upon your own ST. However, there's no way to have a modifier give a bonus to weaponst(), because it's an ad hoc tag, and GCA can only give bonuses to tags it knows in advance how to handle. That means you have two options: 1) A really complicated bonus from the modifier, which somehow checks what the trait it's being applied to is, and replaces the damage() tag with an appropriate one that includes the extra +2 to weaponst. 2) Change the weaponst() tag for every bow, so that the value it contains can look for the existence of the Elvin modifier, and include a bonus to itself if it is found. Option 2 is a lot easier.
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
10-21-2020, 03:53 PM | #6 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: How to add to effective ST with a weapon mod
The bow modifier Dungeon Fantasy: Materials: Elven exists in the Dungeon Fantasy data file, and is set up to give the +2 ST bonus to bows. It takes a slightly simplistic approach to giving the bonus, particularly the damage bonus, but it generally works fine.
Code:
Dungeon Fantasy: Materials: Elven, +16 CF, page(DF1:26), group(Bow Quality), shortname(Elven),_ description(Lets a bow shoot at +2 to ST for range and damage _ purposes; e.g., a ST 11 elf could draw a ST 13 bow. Any bow _ (not crossbow). _ ),_ x(_ #ChoiceList(_ name(ElvenBonus),_ title(Elven),_ text(There are two says to handle the +2 ST bonus; either _ (1) This modifier will give a damage and range bonus as if the bow were +2 ST. _ (2) You've already set the Bow's ST to be the characters ST +2. _ ),_ picksallowed(1),_ default(1),_ method(bynumber),_ list(_ {1. Give Damage Bonus & Range Bonus},_ {2. The Bow is already set to Characters ST +2}_ ), aliaslist(_ {_ =+1 to owner::damage,_ =*((owner::weaponst+2)/owner::weaponst) to owner::rangehalfdam,_ =*((owner::weaponst+2)/owner::weaponst) to owner::rangemax _ },_ {}_ )_ )_ ),_ gives(%ElvenBonusAliasList%)
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
10-21-2020, 06:10 PM | #7 |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: How to add to effective ST with a weapon mod
Thanks, Eric. I figured there had to be such a thing, but for some reason my search didn't bring it up. I probably typed something wrong.
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
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