Senior Member
Volunteer Data File Contributor
Join Date: Nov 2009
Posts: 1,502
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So, I have an eval rule for calculating health that works for all but two races, adding a base value to their Endurance skill rank. Those two races, one uses a different formula based on the same variables, and the other works entirely different. The last case, A.I. characters, is a future endeavour anyhow, but I suspect people will want to do the amorphs. What's the best way to override the value? Just add an Eval script that overwrites the value?
Code:
<component id="Race" name="Race" autocompset="no"> <!-- Base Health value --> <field id="baseHealth" name="Base Health" type="static"> </field> <!-- .... --> <!-- Determine base health --> <eval index="2" phase="Traits" priority="4001"><![CDATA[ #traitbonus[trHealth] = field[baseHealth].value + #trait[skEndure] ]]></eval> </component> |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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The answer varies depending on how many different things make the same change - is it just the one thing that can suppress the thing, or many different things? Same for the variant - how often will that be used?
There's quicky solutions, like just adding a tag to the hero to denote some other state, and look for that, or there's more complex solutions, like storing different values in different fields, and modifying those values depending on what's needed. Or depending on the circumstances, setting up proper handling for ability activation/deactivation may be what's needed. |
#2 |
Senior Member
Volunteer Data File Contributor
Join Date: Nov 2009
Posts: 1,502
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{nods} In this case, there's literally two in the main sourcebook that don't follow the usual rule. I think I should be OK with just adding a second calculation with a note in the comments for anyone else doing the same.
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#3 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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In that case, I'd just use if...else, based around tags that are assigned, either to the hero context, or to the pick that will be running this script.
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#4 |
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