Eric Beaudoin scribed:
>> I believe we need a new variable along the lines of SKILLRANK, say maybe
>> SKILLBONUS=<SkillName>. So if Intimidate does not have a KEYSTAT listed for
>> it (so it does not transfer that to the output version of the skill) then
>> any bonus added to Intimidate could be passed on this way:
>> BONUS:SKILL|Intimidate (CHA)|var("SKILLBONUS=Intimidate")
> That won't work. You transfer the full bonus as rank and your (CHA) will end
> up being added twice. So far, I'm yet to see a rule where the total modifier
> is added to another skill. It's always Rank+Stat modifier+Synergy+Feat
> modification+item. It's never, take the full modifier of skill A and add it to
> skill B.
Actually it works fine, but only because I took out the KEYSTAT:CHA from the
GUI Intimidate, as for the rule regarding transferring the total modifier to
another skill I agree, but this is the same skill, we are just splitting it
up for display purposes.
> Second, if you want to add something to get the sum of modifier for a given
> list of skill, we will do a JEP functions, not a variable.
> SKILLMOD("Intimidate") (it's not call a skill bonus in the rules) would return
> the total modifier for the listed bonus. Latter on, it might be modified to
> add aggregators if needed like SKILLMOD("TYPE=Knowledge").
> This is how SKILLRANK should have been done but unfortunately, the variable
> SKILLRANK=xxx got in without anyone from the data side having a chance to
> review it.
OK, I got the feeling you would have a clear idea on the direction to go
with this. Now that I know what we need I've wrote up a FREQ:
[ 1039191 ] SKILLMOD("x") JEP function
> In any case, this is a separate issue than the VISIBLE:GUI not working as
> intended. VISIBLE tag should only affect the visibility of object, never
> change anything in the rules and values. This has to be fixed.
Yup, I'm sure Stefan can whip it into shape :)
~ Eddy Anthony (MoSaT)
~ PCGen Content Silverback