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jbearwillis
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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.
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SeeleyOne
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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
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jbearwillis
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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.
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SeeleyOne
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Old March 16th, 2013, 03:41 PM
Oh, that makes sense. I will have to see if I can come up with something.
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zarlor
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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
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Last edited by zarlor; March 16th, 2013 at 03:59 PM.
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jbearwillis
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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.
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SeeleyOne
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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"
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jbearwillis
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Old March 17th, 2013, 12:58 PM
I will give that one a try. Thanks
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jbearwillis
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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.
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Mathias
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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
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