Lone Wolf Development Forums  

Go Back   Lone Wolf Development Forums > Hero Lab Forums > HL - Savage Worlds
Register FAQ Community Today's Posts Search

Notices

Reply
 
Thread Tools Display Modes
jbearwillis
Senior Member
 
Join Date: Dec 2009
Location: Independence, Mo
Posts: 797

Old March 16th, 2013, 11:19 AM
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.
jbearwillis is offline   #1 Reply With Quote
SeeleyOne
Senior Member
 
Join Date: Nov 2009
Posts: 891

Old March 16th, 2013, 02:24 PM
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"]
Otherwise I do not know how to make it come up on the Raise Attribute list. The above would work if improving the ship were done with edges and not attribute increases.

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
SeeleyOne is offline   #2 Reply With Quote
jbearwillis
Senior Member
 
Join Date: Dec 2009
Location: Independence, Mo
Posts: 797

Old March 16th, 2013, 03:08 PM
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.
jbearwillis is offline   #3 Reply With Quote
SeeleyOne
Senior Member
 
Join Date: Nov 2009
Posts: 891

Old March 16th, 2013, 03:41 PM
Oh, that makes sense. I will have to see if I can come up with something.
SeeleyOne is offline   #4 Reply With Quote
zarlor
Senior Member
 
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819

Old March 16th, 2013, 03:55 PM
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
Not sure if that will work, but you might try it.

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.
zarlor is offline   #5 Reply With Quote
jbearwillis
Senior Member
 
Join Date: Dec 2009
Location: Independence, Mo
Posts: 797

Old March 16th, 2013, 05:12 PM
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.
jbearwillis is offline   #6 Reply With Quote
SeeleyOne
Senior Member
 
Join Date: Nov 2009
Posts: 891

Old March 17th, 2013, 12:44 PM
This works for edges, not so sure if it will work for an attribute. The Tag is this: Group ID "User", Tag ID "CreateOnly"
SeeleyOne is offline   #7 Reply With Quote
jbearwillis
Senior Member
 
Join Date: Dec 2009
Location: Independence, Mo
Posts: 797

Old March 17th, 2013, 12:58 PM
I will give that one a try. Thanks
jbearwillis is offline   #8 Reply With Quote
jbearwillis
Senior Member
 
Join Date: Dec 2009
Location: Independence, Mo
Posts: 797

Old March 17th, 2013, 03:39 PM
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.
jbearwillis is offline   #9 Reply With Quote
Mathias
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 13,231

Old March 21st, 2013, 02:08 PM
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
Alternatively, if you want to lock down every attribute:

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
Mathias is online now   #10 Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -8. The time now is 07:56 PM.


Powered by vBulletin® - Copyright ©2000 - 2024, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.