10-01-2021, 01:43 PM | #11 |
Join Date: Nov 2004
Location: New Mexico
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Re: Create unique Skills based on other Skills and different attributes.
Armin - I got all of this working for both IQ and ST based versions of Artist (Woodworking). Thank you both so much.
Now I tried the same thing for Soldier for a divergent skill of Soldier (Situational Awareness) based on Perception. Here is what I have: Code:
Soldier (Situational Awareness - Per Based), N/A,tl(0-12), default("SK:Soldier" + "ST:Per-IQ"),needs(SK:Soldier),page(TS11, B221), usernotes(DO NOT spend points on this DIVERGENT SKILL), description(DO NOT spend points on this DIVERGENT SKILL), cat(_General, Military, _General, Military) Your thoughts? [Again thanks for your attention to this].
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10-01-2021, 02:45 PM | #12 | |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Create unique Skills based on other Skills and different attributes.
Quote:
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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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10-01-2021, 04:18 PM | #13 |
Join Date: Nov 2004
Location: New Mexico
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Re: Create unique Skills based on other Skills and different attributes.
That is so strange as it worked for the original Artist (Woodworking - ST Based) and Artist (Woodworking - DX Based) divergent skills needs. of Artist (Woodworking). In that same format.
I then tried, for example, how it looks in Astronomy that need Mathematics (Applied) and copied that format. That did nto work either. I will keep experimenting then. Thanks again for replying.
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KataH "Follow me if I advance! Kill me if I retreat! Avenge me if I die!" |
10-01-2021, 07:56 PM | #14 | |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Create unique Skills based on other Skills and different attributes.
Quote:
Are you doing this for GCA4 or GCA5? If 5, you can try specifying #none as the extension, such as "SK:Soldier (#none)". I added some expanded options like that for cases like this, but I thought you were doing GCA4, and now don't see if you mentioned which.
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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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10-02-2021, 12:22 PM | #15 |
Join Date: Mar 2006
Location: Seattle, WA
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Re: Create unique Skills based on other Skills and different attributes.
Additionally, if you look in the Stats section of the GDF, you will see that I have created helper stats for the four basic attributes - as in, nothing with Perception. To use that stat, you will need comparable helper stats that follow the same approach. If you follow their approach as a guideline, you can easily build helper stats for any of the secondary stats as well.
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Madness takes its toll. Please have correct change. |
10-02-2021, 12:58 PM | #16 |
Join Date: Nov 2004
Location: New Mexico
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Re: Create unique Skills based on other Skills and different attributes.
OK Angel, I will give that a go. - Thanks again!
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KataH "Follow me if I advance! Kill me if I retreat! Avenge me if I die!" |
10-02-2021, 04:09 PM | #17 |
Join Date: Nov 2004
Location: New Mexico
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Re: Create unique Skills based on other Skills and different attributes.
So here is what is happening.
For Artist (Woodworking): If I select ‘Artist (Woodworking) – DX Based’, it correctly informs me that I need ‘Artist (Woodworking) ‘and then adds that skill as well. All is good and works as expected! Code:
Artist (Woodworking - DX Based), N/A,default("SK:Artist (Woodworking)" + "ST:DX-IQ"), needs(SK:Artist (Woodworking)),page(B179),tl(), usernotes(DO NOT spend points on this DIVERGENT SKILL), description(DO NOT spend points on this DIVERGENT SKILL), cat(_General, Arts/Entertainment, Craft) Code:
Soldier (Situational Awareness - Per Based), N/A,tl(0-12),default("SK:Soldier" + "ST:Per-IQ"), needs(SK:Soldier),page(TS11, B221), usernotes(DO NOT spend points on this DIVERGENT SKILL), description(DO NOT spend points on this DIVERGENT SKILL), cat(_General, Military, _General, Military) Code:
Per-HT, symbol(Per-HT), basevalue(ST:Per - ST:HT), step(0), maxscore(1000), minscore(0), up(0), down(0), display(no) Per-IQ, symbol(Per-IQ), basevalue(ST:Per - ST:IQ), step(0), maxscore(1000), minscore(0), up(0), down(0), display(no) Per-ST, symbol(Per-ST), basevalue(ST:Per - ST:ST), step(0), maxscore(1000), minscore(0), up(0), down(0), display(no)
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KataH "Follow me if I advance! Kill me if I retreat! Avenge me if I die!" |
10-03-2021, 11:03 AM | #18 | |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Create unique Skills based on other Skills and different attributes.
Quote:
I don't actually know why GCA is adding additional points to the divergent skill (it shouldn't be doing that). GCA5 has another option I added last build that I think would pretty much fix this issue directly: addsorincreases() would let you add SK:Soldier if it didn't exist already, and wouldn't add points unnecessarily to any of the traits.
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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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10-03-2021, 11:30 AM | #19 |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Create unique Skills based on other Skills and different attributes.
For a GCA4 compatible solution, you can use adds(SK:Soldier) instead of needs() to get your main skill added. That may well result in a duplicate being added, but GCA will usually warn you about that, and it can be deleted afterward if so. Not perfect, but works in GCA4.
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
10-03-2021, 11:41 AM | #20 |
Join Date: Mar 2006
Location: Seattle, WA
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Re: Create unique Skills based on other Skills and different attributes.
Again, as Armin has said, the problem that you are running into is that by referencing a skill without a name extension (e.g. Soldier), the system allows for ANY version of the skill to qualify - including the version you are adding. The solution is pretty simple - you need the change the base skill name to include a name extension. Here is the code for Soldier:
Code:
#Clone "SK:Soldier" as "SK:Soldier (Basic Skill)" #Delete "SK:Soldier" Soldier (Situational Awareness - Per Based), N/A,tl(0-12),default("SK:Soldier (Basic Skill)" + "ST:Per-IQ"), needs("SK:Soldier (Basic Skill)"),page(TS11, B221), usernotes(DO NOT spend points on this DIVERGENT SKILL), description(DO NOT spend points on this DIVERGENT SKILL), cat(_General, Military, _General, Military) As always, changing the underlying GDF won't work on existing characters until you do a resync of the relevant areas.
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Madness takes its toll. Please have correct change. |
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