Or Edge for that matter.
So normally I might have this:
The problem is, technically Bloodthirsty can be taken stand-alone. So assume a character already has that. So now they take this new Hindrance which is affected by Bloodthirsty.
Now the problem with second script is it sees the Bloodthirtsy and then applies Parry adjustment. Really what should happen is this second Hindrance should look to see if Bloodthirsty is 'Active' then apply the modifier to Parry. Is that possible?
If not, I guess I can just add an 'Active' state for the second Hindrance as well.
So normally I might have this:
Code:
if (field[abilActive].value <> 0) then
if (hero.childlives[hinBloodth] = 0) then
perform #traitadjust[trCharisma,-,4,"Bloodscent"]
else
perform #traitadjust[trParry,-,1,"Bloodscent"]
endif
endif
The problem is, technically Bloodthirsty can be taken stand-alone. So assume a character already has that. So now they take this new Hindrance which is affected by Bloodthirsty.
Code:
if (hero.childlives[hinBloodth] = 0) then
perform #traitadjust[trCharisma,-,4,"Bloodscent"]
else
perform #traitadjust[trParry,-,1,"Bloodscent"]
endif
Now the problem with second script is it sees the Bloodthirtsy and then applies Parry adjustment. Really what should happen is this second Hindrance should look to see if Bloodthirsty is 'Active' then apply the modifier to Parry. Is that possible?
If not, I guess I can just add an 'Active' state for the second Hindrance as well.