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  • Limited To Size Growth and Constructs

    So I was playing around with a giant construct character and I happened upon an interesting glitch in the system. Limited to Size growth works normally with a normal character, the flaw removing the bonuses you gather to strength and stamina. This was when I had normal growth on there as well since I wanted the character to be absolutely colossal in size but didn't want to screw up the bonuses too much. However when I then removed stamina the toughness instantly shot up by the number of ranks I had in size limited growth +5 (the missing stamina ranks). strength stayed the same even after making it an absent trait. I'm pretty sure this is a bug but am not 100% sure if it isn't some obscure rule introduced in one of the gadget/robot expansions.
    [SIZE=2][FONT=comic sans ms][I][URL="https://roninarmy.com/threads/7721-WAIFU-WARZ-Squirrelly-s-Anime-and-Animation-Builds"]I Build Waifus and Waifu Accessories![/URL][/I][/FONT][/SIZE]

  • #2
    Re: Limited To Size Growth and Constructs

    Yup. I can see it too. I don't have the time this morning to look through the script, but here is where to report bugs. If I get a chance tonight, I'll put together a fix.
    [url=http://roninarmy.com/threads/996]My Builds[/url]

    [b]Current games:[/b]
    [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

    Comment


    • #3
      Re: Limited To Size Growth and Constructs

      Huh. This may be outside of my ability to fix, although I can probably do a slightly more ugly patch.

      The relevant code is the following:
      Code:
      ~ If our size rank is less than our base size, do nothing
      doneif (hero.child[Size].field[Total].value <= #basesize[])
      
      ~ Otherwise, add +4 to our Toughness for each increase in size if we're a
      ~ construct, or don't have a Stamina score
      var modtough as number
      if (tagis[HeroType.Hero] = 0) then
         modtough = 1
        elseif (hero.child[attrSta].tagis[Helper.NoScore] <> 0) then
         modtough = 1
        endif
      
      doneif (modtough = 0)
      var bonus as number
      bonus = 4 * (hero.child[Size].field[Total].value - #basesize[])
      perform hero.child[defTough].field[PowerPerm].modify[+,bonus,"Size"]
      The corresponding code for non-constructs is this:
      Code:
      ~ If we're a hero or mecha, we get +4 stamina per size category (but no penalty for
      ~ being small.
      doneif (hero.child[Size].field[Total].value <= #basesize[])
      var sizemult as number
      if (hero.tagexpr[!Hero.Vehicle & !Hero.HQ] <> 0) then
        sizemult = 4
        endif
      
      var adjsize as number
      adjsize =  hero.child[Size].field[Total].value - #basesize[]
      
      ~ If our size modifier is negative, we stop if our size ranks that
      ~ don't count for attribute modifers is less than or equal to it
      if (adjsize < 0) then
        adjsize -= hero.child[Size].field[NoAttrRank].value
        doneif (adjsize >= 0)
      
      ~ Likewise, if our size modifier is positive, then we stop if our ranks
      ~ that don't count are greater or equal
      elseif (adjsize > 0) then
        adjsize -= hero.child[Size].field[NoAttrRank].value
        doneif (adjsize <= 0)
        endif
      
      perform field[Permanent].modify[+,sizemult * adjsize,"Size"]
      It's that use of "adjsize", modified by the NoAttrRank in Growth, that adjusts the size to not provide those bonus points in Toughness.

      I'll see if I can't hack it together in the Growth power and send you a ".user" file.

      If the area where those first two bits of code are accessible within the editor, I can send you a fix that way, but it's not certain.
      [url=http://roninarmy.com/threads/996]My Builds[/url]

      [b]Current games:[/b]
      [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

      Comment


      • #4
        Re: Limited To Size Growth and Constructs

        Originally posted by FuzzyBoots View Post
        Huh. This may be outside of my ability to fix, although I can probably do a slightly more ugly patch.

        The relevant code is the following:
        Code:
        ~ If our size rank is less than our base size, do nothing
        doneif (hero.child[Size].field[Total].value <= #basesize[])
        
        ~ Otherwise, add +4 to our Toughness for each increase in size if we're a
        ~ construct, or don't have a Stamina score
        var modtough as number
        if (tagis[HeroType.Hero] = 0) then
           modtough = 1
          elseif (hero.child[attrSta].tagis[Helper.NoScore] <> 0) then
           modtough = 1
          endif
        
        doneif (modtough = 0)
        var bonus as number
        bonus = 4 * (hero.child[Size].field[Total].value - #basesize[])
        perform hero.child[defTough].field[PowerPerm].modify[+,bonus,"Size"]
        The corresponding code for non-constructs is this:
        Code:
        ~ If we're a hero or mecha, we get +4 stamina per size category (but no penalty for
        ~ being small.
        doneif (hero.child[Size].field[Total].value <= #basesize[])
        var sizemult as number
        if (hero.tagexpr[!Hero.Vehicle & !Hero.HQ] <> 0) then
          sizemult = 4
          endif
        
        var adjsize as number
        adjsize =  hero.child[Size].field[Total].value - #basesize[]
        
        ~ If our size modifier is negative, we stop if our size ranks that
        ~ don't count for attribute modifers is less than or equal to it
        if (adjsize < 0) then
          adjsize -= hero.child[Size].field[NoAttrRank].value
          doneif (adjsize >= 0)
        
        ~ Likewise, if our size modifier is positive, then we stop if our ranks
        ~ that don't count are greater or equal
        elseif (adjsize > 0) then
          adjsize -= hero.child[Size].field[NoAttrRank].value
          doneif (adjsize <= 0)
          endif
        
        perform field[Permanent].modify[+,sizemult * adjsize,"Size"]
        It's that use of "adjsize", modified by the NoAttrRank in Growth, that adjusts the size to not provide those bonus points in Toughness.

        I'll see if I can't hack it together in the Growth power and send you a ".user" file.

        If the area where those first two bits of code are accessible within the editor, I can send you a fix that way, but it's not certain.
        no need to go through too much trouble, I just used the Enhanced Trait power to remove the extra ranks and bought ranks of feature to compensate the point difference.
        [SIZE=2][FONT=comic sans ms][I][URL="https://roninarmy.com/threads/7721-WAIFU-WARZ-Squirrelly-s-Anime-and-Animation-Builds"]I Build Waifus and Waifu Accessories![/URL][/I][/FONT][/SIZE]

        Comment

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