tag vs autotag vs bootstrap
So, in my data files for Planet Mercenary, I currently have two different ways to augment skills and specialties, as lifted from the 4E files, and one way to add a specialty, which I think I lifted from the Savage Worlds tutorial. They all seem to add the items differently, which seems to impact what tags are present. I was wondering if you could clarify that the differences are:
First, I was setting up the either-or choices for the various backgrounds, and I lifted a bootstrap / autotag combo from the 4E files as follows: For example, this is the current Chaplain entry (which isn't quite right because I still need to figure out a way to allow for a choice from a skill type): Quote:
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if (tagis[SkillBonus.?] <> 0) then Also, the foreach loop might not even be necessary, you could rig this in an eval script on the skills component and cut the foreach loop out of the equation completely. For example, using if () then statements to cycle through your tags... If (tagis[SkillBonus.1] <> 0) then perform eachpick.field[trtBG].modify[+,1,""] elseif (tagis[SkillBonus.2] <> 0) then perform eachpick.field[trtBG].modify[+,2,""] endif You can cycle through all your Skill Bonus tags, telling hero lab to apply the bonus based on the presence of a specific tag within your foreach statement. This should fix the issue of only applying a +2 bonus. Also, the foreach loop is possibly completely unnecessary. If you rig hero lab to forward SkillBonus tags to the skills themselves you can have an eval script on your skill component that does all the trait modifications without needing that foreach loop. You can do this by rigging a skill linkage and having your background traits establish the linkage. Then in an eval script use linkage[basis].setfocus and perform focus.assign[SkillBonus.X] to the skill directly... |
Ah. I was slightly unclear. The problem isn't that they're all +2, but that only the fRPlusSk items are showing up on the skBonuses table.
Ultimately, part of the problem, I think, is that I'm still not really clear on what's being added where to make this all work. ^_^ Like I think it's saying that there's a SkillBonus tag, but I never defined such a tag. Or is that what autotag does? |
You're throwing large blocks of code out, but I can't see where you've described the game rules you're trying to implement.
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What I'm trying to implement is in the first code block and the following text. The Chaplain package offers :
Right now, the +2 Skill bonus to Dodge and History work (but don't show up in my list). The specialty works as-is, but I can't get it implemented in the Editor so far (most examples using Tags). The choice between Inspire and Perform works for the most part (there are some odd glitches when the change cross the min-max border as documented in one of my other posts) and show up. And I'm still puzzling out a good way to set up the +2 to a combat skill so that I don't have to spell out the choices. I basically have two questions: 1) What is the difference between "tag" and "autotag"? Does autotag create the tag in question before adding it? 2) Why isn't the skBonuses table showing the Dodge and History items? |
When assigning a tag to a thing, the element is called <tag>. When assigning a tag to a bootstrap, the element is called <autotag>. Behind the scenes, things are being handled in different ways, but to the user, there's not much difference - the tag gets assigned to that pick once the pick is added to the character.
Can I see the identity tags you've defined for your skills component? |
Certainly.
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I meant the second of those.
There should not be a group named Skill in tags.1st - you're defining all those tags as identity tags on the component, so having it in tags.1st, too is redundant. If you've got an identity tag of SkillBonus on the skills component, I see no reason these scripts should be failing. Time to start adding debug lines and figure out what's going on in your script. |
Thank you. I hadn't found the page about debug statements before now.
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And <identity> is a tag in and of itself... suddenly a bunch of things start to make more sense.
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