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Kesendeja
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Old August 11th, 2016, 05:18 AM
I'm running a rather unusual game and I need to add a quality that adds a +100% to lifestyle costs and have it calculate correctly. I'm having some trouble with it and could use any help availaable.

Unuaual Biochemistry
+100% to lifestyle costs
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Mathias
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Old August 11th, 2016, 06:49 AM
What point of the process are you stuck at?

Have you figured out how to create a quality in the editor, but you don't know how to script this effect?

Do you need to know the basics (like starting from where the editor is)?

Have you found an existing quality that modifies lifestyle costs, in order to copy and look at its script? Hint: filter for "lifestyle" on the negative qualities tab, and then look at the qualities that are shown - I see two of them that increase lifestyle costs.
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Kesendeja
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Old August 11th, 2016, 05:21 PM
I've got to the point of needing to script it, and am at a loss.
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Mathias
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Old August 12th, 2016, 06:57 AM
So, in that case, have you found a quality that alters lifestyle costs?

Find one - post its script, and try to find the lifestyle-related parts, and then I can help you figure out how to turn that into +100%.
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Kesendeja
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Old August 12th, 2016, 12:12 PM
Quote:
doneif (activated = 0)

~add 0.25 to the hero's lifestyle cost multipler
herofield[acLifeMult].value += 0.1

var change as number
change = 3 - hero.childfound[movLand].field[movWalkMl].value

perform hero.childfound[movLand].field[movWalkMl].modify[+,change,"Paraplegic, Wheelchair"]

#situational[hero.childfound[movLand],"Movement occurs by wheelchair only", field[thingname].text]
Paraplegic seems to be close
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Mathias
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Old August 12th, 2016, 12:22 PM
Looks like the comment in that script is wrong - it's saying +25% where it should be saying +10%.

Also, remember to look at the Phase & Priority that's listed above that script - those are important - you'll simply use the same phase & priority for your script.

So, interpreting that script;

First, it starts off with a doneif test - that's testing if anything disabled the quality - for example, a negative quality where the user paid enough karma on the advances tab to remove the quality would become disabled, so that's a part of the script you want to keep.

Then, it adjusts the lifestyle modifier.

See how it adds 0.1 to the multiplier, in order to add 10% to the total cost? So for +100%, you'd add + 1

Then, reading through the rest of the script, that's for paraplegic, to change the walking speed, so that part you'll delete.
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