Member
Join Date: Jun 2007
Location: United Kingdom
Posts: 80
|
As I think I may have mentioned previously in Fudge everything is optional. Using the skeleton files is there any way to make an attribute appear only if the neccesarry source is present?
So far I've tried creating them in the editor and tying them to a source but nothing happens when I turn the relevent source on. I'm running 3.6g due to connection issues. |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,207
|
Please give me more detail, because everything you've described should be working.
|
#2 |
Member
Join Date: Jun 2007
Location: United Kingdom
Posts: 80
|
I've identified the problem. I simply needed to reload the game system because it affects things bootstrapped to the hero.
|
#3 |
Member
Join Date: Jun 2007
Location: United Kingdom
Posts: 80
|
A more complicated issue is that by defeault the attributes are a dropdown list of alternative names for a Damage Capacity attribute and any seven of the player's choice. I need to display seven text boxes for the player to write them in. These can be literally anything and are called whatever the character would call them. I'd also need a way to add additional boxes or remove them as one of the first options given is have as many as you want and get half that number to spend on attributes subject to GM veto with a practical limit of 30. Is something like this covered on the wiki? If not can anyone advise?
|
#4 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,207
|
RayPrancer, have you considered getting a basic version working, and then coming back to all these optional rules like choosing attributes?
That way, you'll get more practice with the basics, and have more finished material to show, before you try to deal with these hard problems. |
#5 |
Member
Join Date: Jun 2007
Location: United Kingdom
Posts: 80
|
Quote:
|
|
#6 |
Thread Tools | |
Display Modes | |
|
|