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View Full Version : Naked Mod: No range Mod



Blue
Jul 2nd, '03, 09:06 PM
Hi Dan,

Not sure if this is a bug or if a rule is being applied that I can't track down. Hopefully, if I'm just clueless, you can point me in the right direction.

I wanted a naked modifier for NO RANGE MODIFIER, to simulate the character picking up any pistol (under the active point limit for the power) and firing it with impossible accuracy. However, the intellisense of the program keeps NRM from showing up until after I select the RANGED modifier first.

HEY...found a way around it. I checked "Ranged", then when NRM showed up I checked it, then I unchecked "Ranged" and the other modifier stayed. I'm guessing one of these two things is a bug ;)

rjcurrie
Jul 2nd, '03, 11:03 PM
On the Naked Modifier dialog itself, you have to select Ranged from the dropdown list in the Range field. This tells HD that the power to which you are applying the naked modifier is a ranged power.

Blue
Jul 3rd, '03, 07:35 PM
Originally posted by rjcurrie
On the Naked Modifier dialog itself, you have to select Ranged from the dropdown list in the Range field. This tells HD that the power to which you are applying the naked modifier is a ranged power. I'm using 1.46 and when I'm making a new Naked Mod Power from scratch, it doesn't show up, even if RANGED is selected, however, if I close the power then re-open it for editing, NRM will show up.

Either way it's not a big deal since there are two ways to trick it into working.

Thanks.

Simon
Jul 4th, '03, 04:04 AM
Originally posted by Blue
I'm using 1.46 and when I'm making a new Naked Mod Power from scratch, it doesn't show up, even if RANGED is selected, however, if I close the power then re-open it for editing, NRM will show up.

Either way it's not a big deal since there are two ways to trick it into working.

Thanks.
NRM needs to see some kind of range to the ability before it will show up....normally this isn't an issue, but for a Naked Modifier, it means that you have to have selected "Ranged" and assigned one other Modifier (to give the ability an Active Cost greater than 0). This gives the ability "range" and allows NRM to show up.

Once you've selected NRM, you can de-select whatever other modifier you applied.

The Modifier intelligence is one of the things that I'm currently addressing in v2.