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Thread: Limited To Size Growth and Constructs

  1. #1
    Keeper of Secrets Squirrelly-sama's Avatar
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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.

  2. #2
    Hierophant FuzzyBoots's Avatar
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    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.
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  3. #3
    Hierophant FuzzyBoots's Avatar
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    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.
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  4. #4
    Keeper of Secrets Squirrelly-sama's Avatar
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    Re: Limited To Size Growth and Constructs

    Quote 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.

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