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Rank va Money

jbearwillis

Well-known member
In High-Space Money isn't used. It all goes by rank. How would I go about working it so items can be given and taken by Rank only (Example Notice, Seasoned, etc..). Is there a way to do this.
 
Looking in tags.1st there is a setting for MinRank (where 0= Novice, 1=Seasoned, 2=Veteran, 3=Heroic and 4=Legendary), so presumably you could create an expression testing against something like hero.child[MinRank].value >= the rank number? Not sure if I have how that should be structured right at all, but maybe that will help?
 
I also found another code snippet on something CapeCrusader was working on a while back (here) that used the syntax of herofield[acRank].value which might be what you need there instead. Not sure.
 
Thanks zarlor, that worked. I just might get this done. If I haven't got any word from StoryWeaver. I might just add-lib on some of the things by using the beta to fill in the gaps, but a lot has changed from the beta rules to v1.1
 
Which worked? Could you give me an example of which you used and how you used it? I need to do the same thing for something else and it might just give me the clue I need to complete the question I had in one of my other threads.

EDIT: Nevermind. I think I've mostly got it. In my case I want a Seasoned Edge (Dirty Fighter) to be available either at Seasoned or if the have a particular Edge. So I put in a Pre-Req of:

Code:
validif (hero.tagis[Edge.edgPMFAAUA]<> 0)
validif (herofield[acRank].value > 0)

Which seems to work. Then I have to set the Rank requirement to just Novice since I'm not quite sure how to use that Helper.IgnoreRank tag that Cape pointed out in my other thread.
 
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I used this one < herofield[acRank].value >= the rank number > and I put it in as a Expr-req, but I'm going to try something to see if it works better for equipment. But that does work for making things not available until you reach that rank if that helps you out.
 
The catch with that Rank value is that it's figures at different times for PC's versus NPC's.

PC's are easy to figure, and that value is populated quite early. Just total up their XP's and voila!

For NPC's though, since we don't know what Rank they are until everything is bought, and it can change every time something on the character changes, it has to be populated much later. So, be aware that using the acRank value can be somewhat unpredictable with NPC's.
 
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