DrVesuvius wrote:Aw phoeey! I was relying on that behaviour in the Castle Falkenstein campaign file I just spent all weekend creating. In that game if Attributes aren't specified as a value, they're Average, so I had the token stat sheet only displaying explicitly defined abilities of Poor, Good, Great etc, with the Default Value of Average for everything else (which didn't display on the token stat sheet.) Now the Token stat sheet runs off the top of the screen.
The new build doesn't seem to display null values on the stat sheet, so you can work around this by using the if in the displayed values. So you'd end up with..
FightinScore:Good
TalkinScore:Average
*Fightin:{if(FightinScore == "Average", "", FightinScore)}
*TalkinScore: {if(TalkinScore == "Average", "", TalkinScore)}
Just... uh... be careful with this right now. You have to apparently edit the token and view the properties before they stick, otherwise the statsheet will lock up. How MUCH it locks up seems to depend on how many variables it doesn't know.
1-5 seem low enough I can just keep clicking close or hitting enter to cycle through to the errors. More then that and I have to kill it.
I've been making 2 properties sheets, one with display and one with out to test things right now. I can use the first to set the values and then change to the display property list and it seems to work.
Edited to add:
Actually to follow up on that... it's not just the statsheet. A token will have null values for ALL properties till it's properties tab is viewed. You don't have to change anything, just view it.
Simple to replicate, just drop a new token and notice that the statsheet doesn't display and you can't call any of it's attributes.