+- results

Maybe I've been looking at code too long today but I still can not get a stead fix on the +- results

GURPS only uses d6's

I should be getting results like this

ShortStaff: Swung: 3d+1 cr; Thrust: 2d-1 cr; Parry: 11; SL: 14 Good Quality: +40% of list price

But I'm still getting results like this

Spear: Thrust: 1d1 imp; Thrust (2 hands): 1d2 imp; Parry: 10;SL: 18

Any advice would be great. I've added the entire code in case you need it.
Table: DF Orc
Set: Skills =[@{$Class}Skills&;#93;
Set: Class =[@Class&;#93;
Set: ST ={! ({1d3+9} + [#1 {$Class}Bonus])}
set: DX ={! ({1d3+8} + [#2 {$Class}Bonus])}
set: IQ ={! ({1d3+7} + [#3 {$Class}Bonus])}
set: HT ={! ({1d3+9} + [#4 {$Class}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]}
set: Will ={! {$IQ} + [#7 {$Class}Bonus]}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]}
set: Per ={! {$IQ} + [#9 {$Class}Bonus]}
set: FP ={! {$HT} + [#10 {$Class}Bonus]}
set: Dodge = {! floor({$Speed})+3}
set: Parry = {! floor({$DX} /2)+3}


<table border="0"><tr><td><b>Orc</b></td><td>{$Class}</td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: 0</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [@Armor&;#93;\n<b>Weapons:</b> <li>[!Weapons]</li>,[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b> [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort]
EndTable:

Table: Class
Archer
Bandit
Barbarian
Hedge Wizard
Knight
Mage
Scout
Thief
EndTable:

Table: Weapons
[when] {ST} > 1 [do]<b>Whip:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier]-2 >> +-]} cr; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+1} [@QualityWeapons&;#93;[end]
[when] {ST} > 1 [do]<b>Unarmed:</b> Kick: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; SL: {({DX}-2) + {[SL]}; Punch: [#{ST} ThrustDamage]{ [[#{ST} ThrustDamageModifier]-1 >> +-]} cr; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {{DX} + {[@SL&;#93;}}[end]
[when] {ST} > 4 [do]<b>Dagger:</b> Thrust: [#{ST} ThrustDamage]{ [[#{ST} ThrustDamageModifier] -1 >> +-]} imp; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;<li>[#6 Rangedweapons]</li> [end]
[when] {ST} > 4 [do]<b>Bone Knife:</b> Thrust: [#{ST} ThrustDamage]{ [[#{ST} ThrustDamageModifier] +1 >> +-]} cut; Reach: C Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Small Sword:</b> Thrust: [#{ST} ThrustDamage]{[[#{ST} ThrustDamageModifier] +1 >> +-]} imp; Parry:  {floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Small Knife:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier]-3 >> +-]} Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]} imp; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3} [@QualityWeapons&;#93;<li>[#5 Rangedweapons]</li>[end]
[when] {ST} > 4 [do]<b>Rope Dart:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier]-1 >> +-]} cr; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} imp; Reach: 1-4; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+1} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Chain Whip:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier] + {1d4} >> +-]} cr; Reach: 1-4; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+1} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Knife-Wheel:</b> Thrust: [#{ST} ThrustDamage]{ [[#{ST} ThrustDamageModifier] +1 >> +-]} cut; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Reach: C; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Stiletto:</b> Thrust: [#{ST} ThrustDamage]{ [[#{ST} ThrustDamageModifier] -1 >> +-]} imp; Reach: C; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Short Baton:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier]-1 >> +-]} cr; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; Reach: C,1 Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+2}; SL: {{DX} + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 5 [do]<b>Large Knife:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier]-2 >> +-]} Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} imp; Parry: {floor (({DX}-1) + {[@SL&;#93;})/2)+3} [@QualityWeapons&;#93;<li>[#16 Rangedweapons]</li>[end]
[when] {ST} > 6 [do]<b>ShortStaff:</b> Swung: [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cr; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {({DX}-1) + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 6 [do]<b>Quarterstaff:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier]+2 >> +-]} Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} cr; Reach: 1,2 Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+5};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 7 [do]<b>Hatchet:</b> [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cut, Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; Acc 1; Range: { {ST} *15}/{{ST} *25}; SL: {{DX} + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 8 [do]<b>Shortsword:</b> Swung: [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cut; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] imp; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 8 [do]<b>Spear:</b> Thrust: [#{ST} ThrustDamage]{ [[#{ST} ThrustDamageModifier] +2 >> +-]} imp; Thrust (2 hands): [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +3} imp; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93; [end]
[when] {ST} > 9 [do]<b>Broadsword:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier]+1 >> +-]} cr; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {({DX}-1) + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 10 [do]<b>Small Mace:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier]+2 >> +-]} cr; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {({DX}-1) + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 10 [do]<b>Bastardsword:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier]+1 >> +-]} cut; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} cr; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93; [end]
[when] {ST} > 10 [do]<b>Axe:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier]+2 >> +-]} cut; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93; [end]
[when] {ST} > 10 [do]<b>Jian:</b> Swung: [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cut Thrust: [#{ST} ThrustDamage]{ [[#{ST} ThrustDamageModifier]+1 >> +-]} imp; Reach: 1,2 Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3} [@QualityWeapons&;#93;[end]
[when] {ST} > 11 [do]<b>Mace:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier]+3 >> +-]} cr; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3} SL: {({DX}-1) + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 11 [do]<b>Morningstar:</b> Swung: [#{ST} SwingDamage]{  [[#{ST} SwingDamageModifier]+3 >> +-]} cr; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {({DX}-1) + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 12 [do]<b>Greatsword:</b> Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier ]+3 >> +-]} cut; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +2} cr; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93; [end]
EndTable:

Table: RangedWeapons
\z
[when] {ST} > 1 [do]<b>Blowpipe:</b> 1d-3 pi-; Acc 1; Range: { {ST} *4}; RoF: 1; Shots: 1(2); SL: {({DX}-6) + {[@SL&;#93;}}[#2 QualityWeapons][end]
[when] {ST} > 4 [do]<b>Atlatl with Dart:</b> [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-] -1} imp; Acc 0; Range: { {ST} *3}/{ {ST} *4}; RoF: 1; Shots: 1(1); ST: 5; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Atlatl with Javelin:</b> [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-] +1} imp; Acc 0; Range: { {ST} *2}/{ {ST} *3}; RoF: 1; Shots: 1(1); ST: 5; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Small Knife, Thrown:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Acc 0; Range: { {ST} *0.8}/{ {ST} *1}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 4 [do]<b>Dagger, Thrown:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Acc 0; Range: { {ST} *0.8}/{ {ST} *1}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 4 [do]<b>\Shuriken:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Acc 1; Range: { {ST} *0.5}/{ {ST} *1}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 5 [do]<b>Large Knife, Thrown:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]} imp; Acc 0; Range: { {ST} *0.8}/{ {ST} *1.5}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 5 [do]<b>Sling:</b> [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]} pi; Acc 0; Range: { {ST} *6}/{ {ST} *10}; RoF: 1; Shots: 1(2); ST: 6; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 6 [do]<b>Short Bow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]} imp; Acc 1; Range: { {ST} *10}/{ {ST} *15}; RoF: 1; Shots: 1(2); ST: 7†; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 6 [do]<b>Crossbow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +4} imp; Acc 4; Range: { {6d2-4} *20}/{ {6d2-4} *25}; RoF: 1; Shots: 1(4); ST: 7†; SL: { ({DX}-4) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 6 [do]<b>Pistol Crossbow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +2} imp; Acc 1; Range: { {6d2-4} *15}/{ {6d2-4} *20}; RoF: 1; Shots: 1(4); ST: 7†; SL: { ({DX}-4) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 7 [do]<b>Bolas:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} cr; Acc 0; Range: { {ST} *3}; RoF: 1; Shots: T(1); SL: {{DX} + {[@SL&;#93;}}[end]
[when] {ST} > 8 [do]<b>Spear <small>Thrown</small>:</b> [#{ST} ThrustDamage >> +-]{ [#{ST} ThrustDamageModifier] +3} imp; Acc 2; Range: { {ST} *1}/{ {ST} *1.5}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 8 [do]<b>Javelin:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} imp; Acc 3; Range: { {ST} *1.5}/{ {ST} *2.5}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 9 [do]<b>Regular Bow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} imp; Acc 2; Range: { {ST} *15}/{ {ST} *20}; RoF: 1; Shots: 1(2); ST: 10†; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 9 [do]<b>Composite Bow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +3} imp; Acc 3; Range: { {ST} *20}/{ {ST} *25}; RoF: 1; Shots: 1(2); ST: 10†; SL: { ({DX}-5) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 10 [do]<b>Longbow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +2} imp; Acc 3; Range: { {ST} *15}/{ {ST} *20}; RoF: 1; Shots: 1(2); ST: 11†; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]

Table: BrawlingWeapons
<b>Kick:</b> [#{ST} ThrustDamage][#{ST} ThrustDamageModifier] cr; SL: {({DX}-2) + {[SL]}}
<b>Punch:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cr; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {{DX} + {[@SL&;#93;}}
<b>Sharp Claws:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cut; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {{DX} + {[@SL&;#93;}}
<b>Talons:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cut or imp; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {{DX} + {[@SL&;#93;}}
<b>Blunt Teeth:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cr; SL: {({DX}-2) + {[SL]}}
<b>Fangs Teeth:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} imp; SL: {({DX}-2) + {[SL]}}
<b>Sharp Beak:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} pi+; SL: {({DX}-2) + {[SL]}}
<b>Sharp Teeth:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cut; SL: {({DX}-2) + {[@SL&;#93;}}
<b>Blunt Claws:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cr; SL: {{DX} + {[SL]}}
<b>Hooves:</b> [#{ST} ThrustDamage]{ ([#{ST} ThrustDamageModifier >> +-] + [#{ST} PlusOnePerDieThrust])} cr; SL: {{DX} + {[SL]}}


Table: ArcherWeapons
[#2 Weapons],<li>[#{1d6+6} RangedWeapons]</li>,<li>[Weapons]</li>

Table: ScoutWeapons
<li>[#2 Weapons]</li>, <li>[#{2d4} RangedWeapons]</li>, <li>[@Weapons&;#93;</li>

Table: ThiefWeapons
<li>[#3 Weapons]</li>, <li>[#{1d6} Weapons]</li>





Table: QualityWeapons
20: \z
1: Fine Quality: 3 times the list price
2: Good Quality: +40% of list price
1: Fine Quality: -1 to Break, +1 cut & imp damage 
1: Very Fine Quality: -2 to break, +2 cut & imp damage 
 
Table: Armor
None (DR 0)
Cloth Armor (DR 1, Torso, Groin)
Leather Jacket (DR 1, Torso, Arms)
Leather Armor (DR 2, Torso, Groin)
Leather Armor (DR 2, Torso, Groin, Arms)
Leather Armor (DR 2, Torso, Groin, Arms, Legs)
Light Scale Armor (DR 3, Torso)
Light Scale, Leather Limb (DR 3 Torso, DR 2 Arms, Legs)

Table: SL
20: 0
15: 1
11: 2
10: 3
5: 4
3: 5
1: 6
1: 7
1: 8
1: 9
EndTable:


Table: ThrustDamage 
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
2d
2d

Table: ThrustDamageModifier 
-6
-6
-5
-5
-4
-4
-3
-3
-2
-2
-1
-1
\z
\z
+1
+1
+2
+2
-1
-1

table: SwingDamage
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
2d
2d
2d
2d
3d
3d
3d
3d

table: SwingDamageModifier
-5
-5
-4
-4
-3
-3
-2
-2
-1
\z
1
+2
-1
\z
1
2
-1
\z
1
2

Table: PlusOnePerDieThrust
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2

Table: PlusOnePerDieSwing
1
1
1
1
1
1
1
1
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5

EndTable:

Table: ArcherBonus
0
2
0
0
0
1
0
0
0
0

Table: BanditBonus
1
2
0
1
0
0
0
0
1
0

Table: BarbarianBonus
7
3
0
3
5
(-1)
0
0
2
0

Table: Hedge WizardBonus
0
0
2
0
0
0
0
0
0
0    

Table: KnightBonus
4
4
0
3
HP
(-0.75)
0
0
0
0

Table: MageBonus
(-1)
1
3
1
1
0
0
0
(-3)
2

Table: ScoutBonus
3
4
1
2
0
1
0
0
3
0

Table: ThiefBonus
1
5
3
1
0
(-0.5)
0
1
1
0

EndTable:

Table: ArcherSkills
Fast-Draw (Arrow)- {!{$DX} + {[@SL&;#93;}}
Fast-Draw (Ammo)- {!{$DX} + {[@SL&;#93;}}
Hiking- {!({$HT} -4) + {[@SL&;#93;}}
Soldier- {!({$IQ} -5) + {[@SL&;#93;}}
Camouflage- {!({$IQ} -4) + {[@SL&;#93;}}
Stealth- {!({DX} -5) + {[@SL&;#93;}}
Survival (any)- {!({$Per} -5) + {[@SL&;#93;}}
First Aid- {!({$IQ} -4) + {[@SL&;#93;}}
Brawling- {!{$DX} + {[@SL&;#93;}}
Armoury (Missile Weapons)- {!({$IQ}-5) + {[@SL&;#93;}}

Table: BanditSkills
Riding (Horses) {!({DX} +1) + {[@SL&;#93;}}
[|Crossbow {!({DX} +2) + {[@SL&;#93;}}|Bow  {!({DX} +1) + {[@SL&;#93;}}|]
[|Broadsword {!({DX} +1) + {[@SL&;#93;}}|Sabre  {!({DX} +1) + {[@SL&;#93;}}|]
[|Navigation(Land) {!{IQ} + {[@SL&;#93;}}|Area Knowledge {!({IQ} +1) + {[@SL&;#93;}}|]
[|Intimidation {!({Will} +1) + {[@SL&;#93;}}|Leadership {!({IQ} +1) + {[@SL&;#93;}}|]
[|Camouflage {!({IQ} +1) + {[@SL&;#93;}}|Stealth {!{DX} + {[@SL&;#93;}}|]
Shortsword {!{DX} + {[@SL&;#93;}}
Whip {!{DX} + {[@SL&;#93;}}
Savoir-Faire {!{IQ} + {[@SL&;#93;}}
Brawling {!({DX} +1) + {[@SL&;#93;}}
Carousing {!{HT} + {[@SL&;#93;}}
Gambling {!({$IQ} -1) + {[@SL&;#93;}}
Knife {!({DX} +1) + {[@SL&;#93;}}

Table: BarbarianSkills
Camouflage {!({IQ} +4) + {[@SL&;#93;}}
Navigation (Land) {!({IQ} +4) + {[@SL&;#93;}}
Survival (Any)  {!({Per} +3) + {[@SL&;#93;}}
Tracking  {!({Per} +3) + {[@SL&;#93;}}
Thrown Weapon [|Axe/Mace|Harpoon|Spear|Stick|] {!({DX} +2) + {[@SL&;#93;}}
[|Bolas|Bow|Spear Thrower|Throwing|] {!({DX} +1) + {[@SL&;#93;}}
Axe/Mace
Broadsword
Spear
Flail
Shield
PoleArm
Two-Handed Axe/Mace



Table:ThiefSkills
Forced Entry- {!{$DX} + {[@SL&;#93;}}
Climbing- {!({$DX}-5) + {[@SL&;#93;}}
Filch- {!({$DX}-4) + {[@SL&;#93;}}
Stealth- {!({$DX}-5) + {[@SL&;#93;}}
Escape- {!({$DX}-6) + {[@SL&;#93;}}
Pickpocket- {!({$DX}-5) + {[@SL&;#93;}}
Lockpicking- {!({$IQ}-5) + {[@SL&;#93;}}
Traps- {!({$IQ}-4) + {[@SL&;#93;}}
Acrobatics- {!({$DX}-6) + {[@SL&;#93;}}
Slight of Hand- {!({$DX}-4) + {[@SL&;#93;}}
Gesture- {!({$IQ}-4) + {[@SL&;#93;}}
Holdout- {!({$IQ}-4) + {[@SL&;#93;}}
Shadowing- {!({$IQ}-4) + {[@SL&;#93;}}
Smuggling- {!({$IQ}-5) + {[@SL&;#93;}}
Streetwise- {!({$IQ}-5) + {[@SL&;#93;}}
Search- {!({$DX}-6) + {[@SL&;#93;}}
Urban Survival- {!({$Per}-5) + {[@SL&;#93;}}
Brawling- {!{$DX} + {[@SL&;#93;}}
Gambling- {!({$IQ}-5) + {[@SL&;#93;}}


Table:ScoutSkills
10: Camouflage- {!({$IQ}-4) + {[@SL&;#93;}}
10: Fast-Draw (arrow)- {! {$DX} + [@SL&;#93;}
10: Observation- {!({$Per}-5) + {[@SL&;#93;}}
10: Tracking- {!({$Per}-5) + {[@SL&;#93;}}
10: Climbing- {!({$DX}-5) + {[@SL&;#93;}}
10: Stealth- {!({$DX}-5) + {[@SL&;#93;}}
10: Gesture- {!({$IQ}-4) + {[@SL&;#93;}}
10: Cartography- {!({$IQ}-4) + {[@SL&;#93;}}
10: Shadowing- {!({$IQ}-4) + {[@SL&;#93;}}
10: Traps- {!({$IQ}-5) + {[@SL&;#93;}}
10: Navigation (Land)- {!({$IQ}-4) + {[@SL&;#93;}}
10: Hiking- {!({$HT}-4) + {[@SL&;#93;}}
10: Survival- {!({$Per}-5) + {[@SL&;#93;}}
3: Jumping- {!({$IQ} + [@SL&;#93;}
3: First Aid- {!({$IQ}-4) + {[@SL&;#93;}}
3: Running- {!({$HT}-5) + {[@SL&;#93;}}
3: Swimming- {!({$HT}-4) + {[@SL&;#93;}}
3: Search- {!({$Per}-5) + {[@SL&;#93;}}

EndTable:

Table: ArcherTraits
Acute Vision 2
Fit
Striking Strength
Bloodlust
Chummy
Code of Honor (Soldier's)
EndTable:

Comments

  • I still have not been able to solve this problem. Does anyone have any suggestions?
  • Hi HighlandPiper,

    I'm completely unfamiliar with GURPS, so I can only guess what the output should be generally.

    But as to your specific question, I think that your problem lies with the position of the curly braces here:
    { [[#{ST} ThrustDamageModifier] +2 >> +-]}
    

    Those outer curly braces are telling IPP "interpolate the result if it's a variable, or do the math if it's an expression". Since it's an expression, you're getting just a number.

    Of course if you remove the outer braces entirely, you have a new problem in that the +2 part of your modifier isn't evaluated. What you need to do, then, is make sure the braces are exactly where you need them, around the math part only:
    [{[#{ST} ThrustDamageModifier]+2} >> +-]
    

    Hope that helps!
  • That worked a charm! A thousand thank yous to you sir! I can't tell you how much it bothered me that I couldn't get it to work.
  • Largando has special powers when it comes to {curly braces}. QED ;)

    Cheers,

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