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Prompt: Character Race {Random|Bloatfly|BoomBug|Cazador|FireAnt|Floater|GiantAnt|Mirelurk|Radroach|Radscorpion}Random Prompt: Character Occupation {Random|None|Animal}Random Prompt: Difficulty Level {Random|None|Stunted|Rabid|Irradiated|Glowing|Savage|Albino|Legendary}Random Table: NPC [when]{$prompt1}=Random[do][@CharacterRace&#93;[else][@{$prompt1}&#93;[end] Set:Class=[when]{$prompt2}=Random[do][@CharacterOccupation&#93;[else][{$prompt2}][end] Set:DifficultyLevel=[when]{$prompt3}=Random[do][@DifficultyLevel&#93;[else][{$prompt3}][end] EndTable: Use: Generators\Fallout\FalloutArmor.ipt Use: Generators\Fallout\FalloutWeaponsTable.ipt Table: DifficultyLevel Stunted Rabid Irradiated Glowing Savage Albino Legendary EndTable: Table: SL 25: 0 15: 1 11: 2 10: 3 2: 4 1: 5 EndTable: Table: CharacterRace [@Bloatfly&#93; [@BoomBug&#93; [@Cazador&#93; [@FireAnt&#93; [@Floater&#93; [@GiantAnt&#93; [@Mirelurk&#93; [@Radroach&#93; [@Radscorpion&#93; EndTable: Table: CharacterOccupation None Animal EndTable: Table: Radscorpion Set: Skills =[@{$Class}Skills&#93; Set: ST ={floor ({1d3+6} + [#1 {$Class}Bonus] + [#1 {$DifficultyLevel}Bonus])} set: DX ={! ({1d3+10} + [#2 {$Class}Bonus] + [#2 {$DifficultyLevel}Bonus])} set: IQ = { ({2} + [#3 {$Class}Bonus] + [#3 {$DifficultyLevel}Bonus])} set: HT ={! ({1d3+9} + [#4 {$Class}Bonus] + [#4 {$DifficultyLevel}Bonus])} set: HP ={! ({$ST} + [#5 {$Class}Bonus] + [#5 {$DifficultyLevel}Bonus])} set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus] + [#6 {$DifficultyLevel}Bonus]} set: Will ={! ([{$IQ} + 1d8]+ [#7 {$Class}Bonus] + [#7 {$DifficultyLevel}Bonus])} set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus] + [#8 {$DifficultyLevel}Bonus]} set: Per ={! {$IQ} + [#9 {$Class}Bonus] + [#9 {$DifficultyLevel}Bonus]} set: FP ={! {$HT} + [#10 {$Class}Bonus] + [#10 {$DifficultyLevel}Bonus]} set: Dodge = {! floor({$Speed})+3} set: Parry = {! floor({$DX} /2)+3} set: SM = {({-2} + [#11 {$Class}Bonus] + [#11 {$DifficultyLevel}Bonus])} set: DR = {! ({2} + [#12 {$Class}Bonus] + [#12 {$DifficultyLevel}Bonus])} <table border="0"><tr><td><b>Radscorpion</b></td><td><small> {$Class} {$DifficultyLevel}</small></td></tr><tr><td>ST: {$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: {$FP}</td><td>SM: {$SM}</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: {$DR}</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#4 BrawlingWeapons]</li><li>[#11 BrawlingWeapons]</li><li>Radscorpion Venom: Follow-up poison, 30 sec delay, HT-3 to resist. 1d damage, repeating every 30 min, for 8 cycles</li><b>Traits:</b> Wild Animal; Combat Reflexes; DR: {DR}; Long Impaling Striker (Tail, Toxic Attack); Claws (Talons); 360° Vision;[!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b>[!5 {$Class}Skills >> implode >> sort] EndTable: Table: Bloatfly Set: Skills =[@{$Class}Skills&#93; Set: ST ={! ({1d3+4} + [#1 {$Class}Bonus])} set: DX ={! ({1d3+10} + [#2 {$Class}Bonus])} set: IQ ={! ({3} + [#3 {$Class}Bonus])} set: HT ={! ({1d3+10} + [#4 {$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]} ({! floor(({$HT} + {$DX}) /2)} Flight) set: Per ={! {$IQ} + [#9 {$Class}Bonus]} set: FP ={! {$HT} + [#10 {$Class}Bonus]} set: Dodge = {! floor({$Speed})+5} set: Parry = {! floor({$DX} /2)+3} <table border="0"><tr><td><b>Bloatfly</b><small> {$Class}</small></td></tr><tr><td>ST: {$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: {$FP}</td><td>SM: -4</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 2</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#8 BrawlingWeapons]</li><li><b>Larvae Spit:</b> 1d-1 (tox) Cylic, 5 sec at 50%, Acc:1, Range: {! floor({$ST} *4)}, RoF: 1, Shots:{! floor({$HT} /2)} </li><b>Traits:</b> Wild Animal; DR 2; Sharp Teeth; Flight; 360° Vision;[!5 {$Class}Traits >> implode >> sort] \n<b>Skills:</b> None EndTable: Table: BoomBug Set: Skills =[@{$Class}Skills&#93; Set: ST ={! ({1d3+4} + [#1 {$Class}Bonus])} set: DX ={! ({1d3+10} + [#2 {$Class}Bonus])} set: IQ ={! ({3} + [#3 {$Class}Bonus])} set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])} set: HP ={! ({$ST} + [#5 {$Class}Bonus])} set: Speed ={! ((({$HT} + {$DX}) /4) +0.5) + [#6 {$Class}Bonus]} set: Will ={! (({$IQ} +1) + [#7 {$Class}Bonus])} set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]} set: Per ={! {$IQ} + [#9 {$Class}Bonus]} set: FP ={! ({$HT} +1) + [#10 {$Class}Bonus]} set: Dodge = {! floor({$Speed})+3} set: Parry = {! floor({$DX} /2)+3} <table border="0"><tr><td><b>Boom Bug</b> {$Class}</small></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: -5</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 3</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#5 BrawlingWeapons]</li><li><b>Suicide Bomb:</b> 3d cr to a 15' radius</li><b>Traits:</b> Wild Animal; DR 3; Weak Bite; Flight; 360° Vision; 3d CrushingAttack (Affects a 15' radius area; this kills the bug);[!5 {$Class}Traits >> implode >> sort] \n<b>Skills:</b> None EndTable: Table: Human Set: Skills =[@{$Class}Skills&#93; Set: ST ={! ({1d3+8} + [#1 {$Class}Bonus])} set: DX ={! ({1d3+8} + [#2 {$Class}Bonus])} set: IQ ={! ({1d3+8} + [#3 {$Class}Bonus])} set: HT ={! ({1d3+8} + [#4 {$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>Human <small>{$Class}</small></td></tr><tr><td>ST: {$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: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [!{$Class}Armor]\n<b>Weapons:</b> <li>[#1 BrawlingWeapons]</li><li>[#2 BrawlingWeapons]</li><li>[!Weapons]</li>[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b> [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort] EndTable: Table: Radroach Set: Skills =[@{$Class}Skills&#93; Set: ST ={! ({1d2+2} + [#1 {$Class}Bonus])} set: DX ={! ({1d3+8} + [#2 {$Class}Bonus])} set: IQ ={! ({1d2+1} + [#3 {$Class}Bonus])} set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])} set: HP ={! ({$ST} + [#5 {$Class}Bonus])} set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]} set: Will ={! ({$IQ} +6) + [#7 {$Class}Bonus]} set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]} set: Per ={! ({$IQ} +8) + [#9 {$Class}Bonus]} set: FP ={! {$HT} + [#10 {$Class}Bonus]} set: Dodge = {! floor({$Speed})+3} set: Parry = {! floor({$DX} /2)+3} set: SM ={! ({-4} + [#1 {$Class}Bonus])} <table border="0"><tr><td><b>Radroach</b></td><td><small>{$Class}</small></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: {$SM}</td></tr><tr><td>Dodge: {$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: NoneBonus 0 0 0 0 0 0 0 0 0 0 0 0 Table: AnimalBonus 0 0 0 0 0 0 0 0 3 0 0 0 Table: StuntedBonus 0.75 0.75 0.75 0.75 (-1) (-3) 0 0 (-1) (-2) (-1) (-1) Table: RabidBonus 1.15 1.15 1.15 1.15 2 0 0 0 1 1 1 * 1.25 Table: BA Martial ArtistBonus ST 1 DX 2 IQ 3 HT 4 HP 5 Speed 6 Will 7 Move 8 Per 9 FP 10 SM 11 DR 12 Table: NoneTraits \z Table: AnimalTraits 100: Bestial; Cannot Speak; Hidebound; and Taboo Trait (Fixed IQ) Acute Hearing [|1|2|] Acute Taste and Smell [|1|2|] Combat Reflexes Night Vision [|1|2|3|4|] Fit Table: NoneSkills \z None Table: AnimalSkills 50:Brawling- {!{$DX} + {[@SL&#93;}} Jumping- {!{$DX} + {[@SL&#93;}} Running- {!({$HT} -1) + {[@SL&#93;}} Survival (any)- {!({$Per} -2) + {[@SL&#93;}} Tracking- {!({$Per} -1) + {[@SL&#93;}} Climbing- {({$DX}-5) + {[@SL&#93;}} Stealth- {!({DX} -5) + {[@SL&#93;}} Table: AlbinoRadscorpionSkills 50:Brawling- {!{$DX} + {[@SL&#93;}} Jumping- {!{$DX} + {[@SL&#93;}} Running- {!({$HT} -1) + {[@SL&#93;}} Survival (any)- {!({$Per} -2) + {[@SL&#93;}} Tracking- {!({$Per} -1) + {[@SL&#93;}} Climbing- {({$DX}-5) + {[@SL&#93;}} Stealth- {!({DX} -5) + {[@SL&#93;}} Camouflage- {{2d6} + {[@SL&#93;}} EndTable:
Comments
Is this another bracket problem? I hate trying to figure out three different brackets and how to use them.
Set:Class=[when]{$prompt2}=Random[do][@CharacterOccupation][else][{$prompt2}][end]
...are two spaces. They're getting appended to the chosen class.
To your second question: Your "floor" code works fine for me.
The floor is still not working for me. I'm still getting results of 6.75 instead of 6. I'm focusing on Radscorpion option.
Making the variable in question immediately visible has helped solve a number of my problems in IPP.
Glad you got floor working!