 telyni Posts: 25
7/29/2018
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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 "Story" 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.
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 telyni Posts: 25
8/19/2018
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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:
3. What's the code for accessing the boosted value of a quality as opposed to [q] for the base value?
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 cyberpunkdreams Posts: 527
8/19/2018
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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.
-- Seeking alpha testers for a new StoryNexus cyberpunk RPG.
Welcoming friends, rivals, sightseers; a life of some importance in the Neath.
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 telyni Posts: 25
8/19/2018
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cyberpunkdreams wrote:
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.
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.
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 telyni Posts: 25
8/19/2018
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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.
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 cyberpunkdreams Posts: 527
8/19/2018
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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.
-- Seeking alpha testers for a new StoryNexus cyberpunk RPG.
Welcoming friends, rivals, sightseers; a life of some importance in the Neath.
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 telyni Posts: 25
8/20/2018
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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?
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 cyberpunkdreams Posts: 527
8/20/2018
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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.
-- Seeking alpha testers for a new StoryNexus cyberpunk RPG.
Welcoming friends, rivals, sightseers; a life of some importance in the Neath.
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