Junior Member
Join Date: Oct 2012
Location: Elgin IL
Posts: 8
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In the game I am attempting to create in HL, each race has a differing number of CP. I set the starting CP to zero in actor.str (along with Abilities which also are variable based on race).
Now I am attempting to determine how/where in thing_races.dat I can modify the CP and ability count for the selected race. Here is what I have which does not work. Code:
<thing id="racTerran" name="Terran Human" compset="Race" isunique="yes" description="These humans originate from the home world of humans, Terra. They gain +1 APP, +1 LUK, and -1 WIL. Terran Humans have 3 variance points and gain two Talents."> <eval value="1" phase="PreTraits" priority="5000"> <before name="Calc trtFinal"/><![CDATA[ #traitbonus[attrApp] += 1 #traitbonus[attrLuk] += 1 #traitbonus[attrWil] -= 1 ~#acVariance = 3 ~#acTalents = 2 ]]></eval> </thing> |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Code:
herofield[acVariance].value = 3 herofield[acTalents].value = 2 Code:
hero.child[actor].field[acVariance].value = 3 hero.child[actor].field[acTalents].value = 3 |
#2 |
Junior Member
Join Date: Oct 2012
Location: Elgin IL
Posts: 8
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Would this also work for modifying starting cash via a talent/ability such as a "Wealthy" that gives some multiple of starting cash? I expect it would.
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#3 |
Junior Member
Join Date: Oct 2012
Location: Elgin IL
Posts: 8
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Quote:
This compiled and loaded with no errors, but it does not seem to affect the values. CP remains at 0 in the header, and abilities/talents show 0/0. Selecting a talent triggers the overspending validation error. |
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#4 |
Junior Member
Join Date: Oct 2012
Location: Elgin IL
Posts: 8
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As an update, it works in the ability to modify starting cash. But it does not seem to affect acVariance and acTalents.
I had to set them to "derived" rather than "user". |
#5 |
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