Trying to Puzzle out Advances
In Planet Mercenary, the system I'm working on, there are essentially two advances. Either you gain a point in three distinct skills (two of which you're supposed to have used in the course of the scenario, but of course that's not really part of the program logic), or you buy a skill specialty. I'm working on the latter right now, and hitting some issues.
Background info
Exclusion expression The skeleton code has code for excluding unique items we've already added before: Code:
foreach pick in hero where "component.Skill" That works just fine, but I want to only display skills where it's possible to add a specialty, so I have code to try to exclude specialties which can't be added because there aren't sufficient skill ranks. I wound up with the following: Code:
foreach pick in hero where "component.Skill" I suppose I could rewrite the code as being "here's the list of things you can pick," but then I have the opposite issue of someone with 1 in each skill having every non-picked specialty on the list. Or is there perhaps a way to set up subsequent changer tables so that they pick a skill, and then pick a relevant Specialty, like how the character creation does it? Where does the Advance go? Right now, the specialty isn't showing up, presumably because it didn't get added to the relevant skill. Where does it get assigned to? The Gizmo? The Advance thing? I'm having little luck figuring it out via the documentation and the debug window, although I'm still plugging away. ---- I previously had a small issue with how to display Specialty values differently (since they're not specifically being brought up from the skills), but a look at the Savage World code provided a solution there. Thank you. |
I'm fairly certain for the latter, I need something with pushtags, or maybe pulltags, but I haven't quite figured out where yet.
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I'm an idiot. That field explicitly sets a size limit of a 1000 characters, but that's 2,355 right there. Expanding the size creates a different error, where I'm getting picks that have nothing to do with Specialties, but I also haven't touched this code in a while, so this is likely a side effect from somewhere else.
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And... not quite the idiot I thought I was. I expanded the field. It's still not working over a certain amount of characters. 990 characters goes through. I will keep experimenting to see what that upper limit is.
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I'm sorry I haven't been able to give you much help recently, with so much to do for Starfinder, but the limit is 5000 characters, and this problem is why the <needtag> and <denytag> options were added to tables, because even at 5000 characters, you're eventually going to run into something that breaks that limit.
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1058 doesn't work. Somewhere between 990 and 1012 is where it seems to ignore the entire tag expression. That's also the line between 43 and 44 conditions inside the expression if that makes a difference. I guess I have hit some sort of internal limit. I'll probably try a different approach tonight.
@Matthias: I figured something had drawn you away. No worries. |
Incidentally, I found a partial solution. Because every Specialty is tagged with the skill it applies to, I was able to instead bar individual skills when there were no possibilities (which is the case when the number of ranks in the skill are not greater than the number of specialties the character has in that skill). Since most characters have many skills they have no ranks in, this will work for now, but I feel like this is bound to break again at some point.
Code:
<!-- Add Specialty advance --> |
I couldn't find a way to avoid the separate portals. *shrug* Small things. Now, to prevent the form from validating if the same skills are picked for two or more of the choices.
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Would it not be simpler to just display the specialties, regardless of skill ranks, and use the validation rules to warn about insufficient skill ranks?
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That's a possibility. I partly limited the list because otherwise it's just way too much.
I also got it to avoid allowing skill duplication. |
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