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Not allowing an Attribute to be raised after character creation

jbearwillis

Well-known member
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.
 
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
 
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.
 
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.
 
Last edited:
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.
 
This works for edges, not so sure if it will work for an attribute. The Tag is this: Group ID "User", Tag ID "CreateOnly"
 
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.
 
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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