07-18-2021, 11:38 AM | #1 |
Join Date: Apr 2005
Location: Seattle, WA
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Kick with Boots and Brawling/Karate, newmode directly on equipment?
I've been updating my data file so that gauntlet and boot equipment items with the appropriate level of DR add an entry to the weapon tables, like Brass Knuckles do.
(Yes, I'm aware of the modifiers that can be added to the skills and to the equipment items, but that adds a lot of modifier information to the equipment/skill lists when exported to FoundryVTT—adding a new mode directly from the equipment is much cleaner and less confusing on the VTT character sheet.) Simply copying the Brass Knuckles newmode over to the various gauntlets worked great. However, I'm running into an issue when trying to make the Boots newmode where it doesn't increase the damage correctly when adding Brawling or Karate skill. Here's what I've been using: Code:
newmode(Boot Kick,_ damage(thr+1 + _ @max(_ @if(me::charskillused = "SK:Brawling" THEN @if("SK:Brawling::level" > ST:DX+1 then @basethdice(ST:Kick) ELSE 0) ELSE 0),_ @if(me::charskillused = "SK:Karate" THEN @if("SK:Karate::level" = ST:DX then @basethdice(ST:Kick) ELSE @if("SK:Karate::level" > ST:DX then 2 * @basethdice(ST:Kick) ELSE 0)) ELSE 0)_ )_ ), damtype(cr), reach(C,1), parry(No), minST(*), break(0), skillused(ST:DX-2, SK:Brawling-2, SK:Karate-2, SK:Kicking (Karate), SK:Kicking (Brawling))) However, if I then add Brawling at DX+2, or Karate at DX or DX+1, the damage doesn't increase. Anyone have any idea what I'm missing? Also, a related question—is it possible to get the weapon table entry to list the name of the mode, rather than the name of the equipment? So, "Boot Kick" instead of "Boots, Leather"? Thanks all!
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"The dreamers of the day are dangerous men, for they may act on their dreams with open eyes, to make them possible." T.E. Lawrence |
07-19-2021, 02:49 PM | #2 | |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Kick with Boots and Brawling/Karate, newmode directly on equipment?
No thoughts jump right out at me. I thought you might be missing skillused(), but then I saw it there.
I am pretty sure the @if statements in the @max, such as "@if(me::charskillused = "SK:Brawling" " are not working as expected, because @if can't do a string comparison like that. But if that works elsewhere, it may be failing in a way that still works for the rest of the code. If you post the entire Boots entry here, I'll play with it and see if I can figure it out. Quote:
I could probably add a tag to specify that the mode name is the desired usage when it's a single mode item, and that way it's up to the author to specify.
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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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07-19-2021, 03:14 PM | #3 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Kick with Boots and Brawling/Karate, newmode directly on equipment?
Quote:
I think what needs to be done is to remove the @if() which looks for the charskillused. Simply using @max() will catch the highest damage bonus without having to look at which skill is actually giving it.
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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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07-19-2021, 04:52 PM | #4 | |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Kick with Boots and Brawling/Karate, newmode directly on equipment?
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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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07-19-2021, 11:22 PM | #5 | |
Join Date: Apr 2005
Location: Seattle, WA
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Re: Kick with Boots and Brawling/Karate, newmode directly on equipment?
Well, I'm at least glad that I wasn't missing something totally obvious—thanks to you both!
FYI, it looks like the Brass Knuckles in both the Characters and Low-Tech data files are using the @if(me::charskillused), so those might need to be updated. In my particular use-case, always pulling the highest skill is just fine, so the following works great: Code:
"Boots, Leather", techlvl(1), location(Feet), dr(2*), basedr(2*), impalingdr(1*), basecost(80), baseweight(3), don(6), holdout(-4), mods(Equipment, Armor, Armor - Organic, Armor - Leather), description(DR:2* Locations: Feet Notes: -1 DR vs. impaling.), page(LT:IA16),itemnotes({-1 DR vs. impaling.}),_ newmode(Boot Kick,_ damage(thr+1 + _ @max(_ @if("SK:Brawling::level" > ST:DX+1 then @basethdice(ST:Kick) ELSE 0),_ @if("SK:Karate::level" = ST:DX then @basethdice(ST:Kick) ELSE @if("SK:Karate::level" > ST:DX then 2 * @basethdice(ST:Kick) ELSE 0))_ )_ ), damtype(cr), reach(C,1), parry(No), minST(*), break(0), skillused(ST:DX-2, SK:Brawling-2, SK:Karate-2, SK:Kicking (Karate), SK:Kicking (Brawling))) Quote:
Thanks again!
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"The dreamers of the day are dangerous men, for they may act on their dreams with open eyes, to make them possible." T.E. Lawrence |
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07-20-2021, 11:32 AM | #6 | |||
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Kick with Boots and Brawling/Karate, newmode directly on equipment?
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Glad you're all set.
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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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