So I’m starting to get a little fancy with my game and I’ve tried in a couple places to use rich effects in difficulties on my branches but I’ve yet to get it to work. I always get the "Invalid difficulty requirement" error message when I click set. I’m not sure if this is because what I’m trying isn’t supported/fully implemented, or if I just have some sort of syntax error.[li]
For example I have a Literacy skill which is a Sidebar Ability. I also have a Menace which is called Tired. I want to set a difficulty to be a base difficulty plus how Tired the character is.
What I’m entering in the difficulty box is:
Has anyone else been able to get something like this to work?
Or is the probable that one quality is a Sidebar Ability, and one is a Menace?
I have thought of a work around by changing my Tired quality to be a Thing that is Equipable, although I’m wondering if I go that route if I will have to make several equitable items for the three different levels of Tired I want, which may make complications of its own.
That should work completely fine! It doesn’t matter what the quality is - it can be a thing or a status or whatever type for you to use it as a rich effect, requirement or difficulty test. The only thing is that it has to be spelt exactly right (barring capitalisation), and all the other syntax has to be perfect too.