Quote:
Originally Posted by Mathias
Ah, I see that you are setting the maximum in a script, so you will need to go with the large value route.
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I was actually experimenting with that while waiting for your reply. It only works if I set a literal value for the tracker max.
Code:
<thing
id="trkMight"
name="Might Pool"
compset="Tracker">
<!-- Automatically add the tracker to every actor -->
<tag group="Helper" tag="Bootstrap"/>
<!-- Resetting the tracker sets the value to the maximum -->
<tag group="Helper" tag="ResetMax"/>
<!-- Use the starting power points as our initial maximum -->
<eval index="1" phase="Final" priority="1000"><![CDATA[
field[trkMin].value = 0
~field[trkMax].value = #trait[attrMight]
field[trkMax].value = 100
]]></eval>
So I ended up doing this:
Code:
<thing
id="trkMight"
name="Might Pool"
compset="Tracker">
<!-- Automatically add the tracker to every actor -->
<tag group="Helper" tag="Bootstrap"/>
<!-- Resetting the tracker sets the value to the maximum -->
<tag group="Helper" tag="ResetMax"/>
<!-- Use the starting power points as our initial maximum -->
<eval index="1" phase="Final" priority="1000"><![CDATA[
field[trkMin].value = 0
if (#trait[attrMight] = 0) then
field[trkMax].value = 100
else
field[trkMax].value = #trait[attrMight]
endif
]]></eval>
</thing>
It's a bit awkward in that if someone goes to the In-Play tab before selecting a Type, they'll see 100/100. Other than that, it works. So it's functional, but has a temporarily cosmetic drawback.
Thanks for your help.