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rob
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 8,232

Old August 13th, 2010, 03:02 PM
First of all, apologies for making a big assumption about the Savage Worlds data files. For all other game systems, the Editor provides the ability to add an "adjustment" via an "Adjustment" tab. These adjustments can be selected and utilized on the Personal and In-Play tabs for Savage Worlds, but it appears there is no way to add them via the Editor. I took a look at the source files when I suggested the solution and assumed you could add adjustments via the Editor for Savage Worlds. Sorry about that. :-(

I also screwed up the syntax of the statement I posted for you. All I can do is plead exhaustion from GenCon. We got home late at night on the 10th, and the 11th was an exhausted slog to try and dig out of the huge backlog from while we were gone. Next time, I should probably wait to reply to posts requiring real thought until I've been home for a day or two. That way, I won't make bone-headed mistakes like this.

So let's look at how to solve this properly with what's currently available today for the Savage Worlds files....

Until we get the Adjustments tab added to the Editor for Savage Worlds, the easiest way to integrate the logic you want is via an Injury. I realize that's counter-intuitive, but injuries don't have any other default logic associated with them. Rewards have logic tied to them that will likely cause issues if you use them for this purpose. Injuries are free of all that "baggage".

The drawback of using injuries instead of adjustments is that you can't assign a variable number of extra wounds via a single injury. So you'll need to create an injury for "+1 wound" and then assign it to a creature multiple times if you want to give it multiple extra wounds. Fortunately, that's easy to do.

Go into the Editor and click on the Injury tab. Since injuries are quite simple in nature and our "injury" won't behave like any others, click on the "New (Blank)" button. Give the injury a name like "+1 Wound" and assign it a unique id like "injwound1". Save the injury and test it. It won't do anything but show up at this point, which is all we want to verify.

All that's left is to assign the proper logic to our injury. Click on the Eval Scripts button, then click the option to add another script. We'll first setup the timing of our script based on what I outlined earlier. So we'll assign it a phase of "Setup" and a priority of 10000 (which is after Setup/8000). After that, we need to enter the actual script itself. This amounts to a single line, which should look like the code below.
[code]herofield[acMaxWound].value += 1[/quote]

The error I made in my earlier post was omitting the ".value" on the left of the "+=". We use a "1" for the injury script since we don't have a variable selector on injuries (which we do have on adjustments).

Save the above change, re-save, and re-test. This time, adding the "+1 Wound" injury will give the character/creature an extra wound. You'll see this tracked correctly on the In-Play tab if you assign wounds to the character/creature.

It's quite possible that this adjustment could also be handled as a Reward, using the approach you began with. My concern with rewards is simply that there may be some additional automatic logic associated with rewards that could mess things up. If not, then rewards will work fine. The script for the reward will need to be the same as I've outlined above for the injury.

In addition to the missing Adjustments from the Editor, this exercise has uncovered a few other issues with the Savage Worlds data files that need to be fixed. Stablock output needs to be modified to show both the total wounds for a creature and any injuries. In addition, sheet output needs to be modified to show the adjusted number of wounds in the tracking region. I've logged all of these as bugs to be fixed.

Hope this all makes sense this time!
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