Objectives and quality categories

Two basic questions:

  1. How do I get objectives to work? According to the documentation, there’s supposed to be a way to point an objective at another quality and give it a target level, but it doesn’t work the way the screenshot shows. I have a storylet that sets my objective to 1, but no further options appeared when I did that, and the objective doesn’t appear in the sidebar anywhere.

  2. How do I label a group of Story qualities with a custom label? They’re all currently just under the &quotStory&quot group in the sidebar, but I know I’ve seen various categories in other works, like how Fallen London has Ambitions and Routes and things.

I can no longer access the manual (Google says I don’t have access for some reason). Still hoping for answers to my first two questions, but here’s a third, the answer to which I know is in the manual:

  1. What’s the code for accessing the boosted value of a quality as opposed to [q] for the base value?

I don’t know about the manual going offline, but:

  1. They’re broken as of recently.
  2. I don’t think you can; I’m fairly sure it was a feature that was removed a while ago but which still exists in some worlds (and FL obviously).
  3. [q] access the boosted value. [qb] is the base value.

[quote=cyberpunkdreams]I don’t know about the manual going offline, but:

  1. They’re broken as of recently.

  2. I don’t think you can; I’m fairly sure it was a feature that was removed a while ago but which still exists in some worlds (and FL obviously).

  3. [q] access the boosted value. [qb] is the base value.[/quote]

Thanks for the answers! Hm, I was afraid of that. Something’s weird, then. My story effect is clearly using the base value of a quality even though I’m using [q]. (I tried it with [qb] also but no difference.) I’ve got a rudimentary battle simulator with weapons that boost certain kinds of damage. So the base damage value (so far, at least) is always zero, with a boost from the weapon. If the calculation only uses the base value, the player can never do any damage with a regular attack. That means this is a game-breaking bug here, at least for my game.

Huh, now the boosted attack is working. Maybe I just didn’t get some piece of the storylet saved properly before I tried to test it. Well, nevermind then.

Ah yes, I think this problem is that if you use a boosted quality as a “set to” in a rich formula it’s broken, but “change by” works fine.

More dumb questions:

  • Can access codes no longer confer qualities to users? There’s no “quality effects” field on the access codes screen.
    -Is there a way to access a list of all characters for a world (where you are creator)? Or is searching by character name the only way to find a character through the debug screen?
    -Is there any benefit/difference when using the Quest quality category other than separating those qualities from other categories like Circumstance or Story?

No such thing as dumb questions, etc, etc :p

  • I’ve not used access codes in ages so unknown I guess. I think they used to work fine.
  • Alas, no.
  • No, it’s just a display option.