Senior Member
Join Date: Dec 2009
Location: Independence, Mo
Posts: 798
|
Is there a way to allow you to raise an attribute during character creation, but once the character is locked is there a way to not allow it to be raised any further. I have an attribute that's called "Displacement" that can be raised during character creation, but once the character is locked it is set at that die type and can't be raised any further. all other stats can be raised but that one. It's set at the die chosen at character creation.
|
#1 |
Senior Member
Join Date: Nov 2009
Posts: 891
|
How are you increasing it? With a Starship Edge? If you do that you can have an eval script with
Code:
perform #traitadjust[attrDisplace,+,1,"Bigger Ship"] I don't know if that even helps, as I have been doing a ton of math homework and my brain is wanting to take a break |
#2 |
Senior Member
Join Date: Dec 2009
Location: Independence, Mo
Posts: 798
|
I have it where it raises during character creation nomrally, what I want is that after you lock the Starship, All attributes are are allowed to be raised except the "Displacement attribute - it is locked at the die type that you finished in character creation with no way to raise after said point.
|
#3 |
Senior Member
Join Date: Nov 2009
Posts: 891
|
Oh, that makes sense. I will have to see if I can come up with something.
|
#4 |
Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819
|
Remember when we were dealing with that Helper.Maximum tag before? Maybe you can set that on it. Not sure if you would set it on the trait or as a mechanic but maybe something like:
Code:
if (hero.tagis[mode.creation] = 0) then perform hero.assign[Helper.Maximum] endif Lenny Zimmermann Metairie, LA, USA Data files authored (please let me know if you see any issues with any of these if you have/use them): Official (In the downloader) 50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome Coming Eventually Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me) Last edited by zarlor; March 16th, 2013 at 03:59 PM. |
#5 |
Senior Member
Join Date: Dec 2009
Location: Independence, Mo
Posts: 798
|
When I get a chance I will try that out, I will try both but it looks to me it might need to be a mechanic but I could be wrong.
|
#6 |
Senior Member
Join Date: Nov 2009
Posts: 891
|
This works for edges, not so sure if it will work for an attribute. The Tag is this: Group ID "User", Tag ID "CreateOnly"
|
#7 |
Senior Member
Join Date: Dec 2009
Location: Independence, Mo
Posts: 798
|
I will give that one a try. Thanks
|
#8 |
Senior Member
Join Date: Dec 2009
Location: Independence, Mo
Posts: 798
|
Bummer, well that didn't work, there might be something to it but just adding that doesn't work. I will play with the idea a little more.
|
#9 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,238
|
Looking at the increase attribute advance, here's the expression that determines whether each individual attribute can be selected by this advance:
component.Attribute & !Helper.Maximum & !Hide.Attribute These will already satisfy the component.Attribute part of that, and Hide.Attribute isn't something you want to add - that'd hide the attribute everywhere, so I think zarlor's right - assign Helper.Maximum to that attribute. Here's the sort of script I'm thinking of: phase & priority: Final/5100 (Final/5000 is when the trait's normal value is compared to the trtMaximum field, to determine if Helper.Maximum should be assigned) Code:
if (state.iscreate = 0) then ~make sure the tag we're adding isn't already present - we don't want ~to double it up if (hero.child[attrDisplace].tagis[Helper.Maximum] = 0) then perform hero.child[attrDisplace].assign[Helper.Maximum] endif endif Code:
if (state.iscreate = 0) then ~make sure the tag we're adding isn't already present - we don't want ~to double it up foreach pick in hero from Attribute where "!Helper.Maximum" perform eachpick.assign[Helper.Maximum] nexteach endif |
#10 |
Thread Tools | |
Display Modes | |
|
|