[PCGenListFileHelp] Problem with Cost after equip mods
- Hi All,
Got a silly little problem.
I have an item, 50 rounds of bullets cost 250.
I want to add a mod, Flechette to the item.
The cost modifier is 2.
Therefore the expected final cost should be 500.
1. COST:BASECOST*2 and got 25250.
2. COST:2 and got 350.
3 COST:BASECOST and got 12750
I suspect that 1 is actually basecost + basecost*baseqty, i.e.
I suspect that 2 is actually basecost + 2*baseqty, i.e. 250 + (2*50).
I suspect that 3 is actually basecost + basecost*baseqty, i.e. (250*50)+250=
I tried DEFINE:QTY|BASEQTY COST:(BASECOST/QTY)*2*QTY in the hope of
catching the baseqty and working out a price per unit cost then doing some
math on it.
However I got a java number format exception, Message: for input string
So I guess that the Define is not catching the baseqty, despite the final
cost using the baseqty.
So any guesses how I can do it?
The final part of the problem as you will have already guessed is that the
baseqty is not always 50.
[Non-text portions of this message have been removed]
- --- In PCGenListFileHelp@yahoogroups.com, "norris_the_monk"
> Guys,Thanks, your homeworld stuff looks alot further along than the other.
> Use any of my stuff you wish, just include PK Lucas AKA norris_the_monk
> in the credits and I'm happy :-)
> PK Lucas ( norris_the_monk@h...)
We'll make sure you get credited.