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zarlor
Senior Member
 
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819

Old January 11th, 2013, 04:40 AM
To create separators and sort gear/weapons in some way other than the defaults you have to have some idea of what the defaults are and where they sort. Individual items will sort themselves, but it depends on what "Type" you select as to how they will group up.

By default equipment/gear will sort itself under the following headings in the following order:

Custom
Adventuring Gear
Clothing
Food
Animals & Tack
Communication
Computers
Surveillance
Ammunition
Medical
Services
Weapon Accessories
Travel
Shelter
Miscellaneous


For weapons the headings and order are as follows:

Medieval Blades
Medieval Axes and Mauls
Medieval Pole Arms
Modern Melee
Futuristic Melee
Medieval Ranged
Black Powder
Modern Pistol
Modern Submachine Gun
Modern Shotgun
Modern Rifle
Modern Assault Rifle
Modern Ranged
Modern Machine Gun
Modern Energy
Futuristic Ranged
Special: Cannons
Special: Rocket Launchers
Special: Missiles
Special: Mines
Special: Flamethrowers
Special: Grenades
Special: Explosives
Vehicle Weapons
Improvised Weapons


Most of those categories have a separator that shows up as grey in the program to act like a separator for the groups that only shows up if there is any equipment set to their type in your user file(s). One thing you will often see in settings that might not use the standard Savage Worlds equipment lists is different headers. The way to get that to happen for your gear for a specific setting/source is to modify (or add) an entry on the Setting Adjust tab and check the "No Standard Gear?" box. This will make most all of the other gear and separators dissapear so you can use your own.

I say "most" because a few separators are not set as "standard gear", namely Food and Clothing. Also Ammunition, but it's also a special case in that it is a separate Tab in the Editor. (If you need to use one of those you'll have to add the Unique ID, eqSepFood for Food or eqSepCloth for Clothing, for example, to the "Preclude" list so it won't show up alongside the separator you create to replace it.)

Let's say we had some weapons we wanted to categorize our own way. All we have to do is commandeer those categories above. Just don't think of them as categories at all, but rather markers for the order that things are in. So if we wanted Hoth Pistols and Hoth Rifles to be a couple of categories, and then Tatooine Pistols and Tatooine Rifles to be two more and we want them to show up in that order, we might commandeer Modern Pistol, Modern Submachine Gun, Modern Shotgun and Modern Rifle to be those categories instead, for example.

So make a new weapon and name it "– Hoth Pistols –" and give it a Unique ID that tells you this is a separator (we usually like to use a 2 Character ID for a particular source, so let's call our Source "House Rules" and give it an ID of "HR"), so let's give this a Unique ID of wpHRSepHPi (the only important part of that is the "wp", the rest is a way to make a Unique ID so I added "HR" to be the 2-character ID we're using using for our setting, "Sep" to denote this as a Separator and "HPi" as shorthand for a Hoth Pistol. In truth you could put anything you want in there, as long as no other Thing used the same Unique ID.) For the "Weapon Type" select "Modern Pistol" from the drop-down list and on the right click the "Show Only?" checkbox. That last part will make sure it stays greyed out and isn't something the player will be able to "buy" as a weapon. Now any new weapons you make that you set to have a "Weapon Type" of "Modern Pistol" will show up in the player's Armory Tab in the Character Profile as being under the "– Hoth Pistols –" section. Do the same for the other types with the names you wanted, so set Hoth Rifles to use Modern Submachine Gun, Tatooine Pistols to use the category of Modern Shotgun and Tatooine Rifles to use Modern Rifle and they'll all show up nice and grouped the way you want them when a player goes to the Armory Tab on their character profile and clicks on "Add New Ranged Weapons".

The same can be done for categorizing armor and shields, but with a few little caveats. First the order for them is:

Medieval Armor
Medieval Shields
Modern Armor
Futuristic Armor
Natural Armor


In this case, however, there is no drop-down list for "Armor Type". Instead you have to go to the "Tags" button and from there you would add a tag for the category you want use for one of the above types. You need to set the Group ID: of this tage to be "ArmorType" (no spaces and capitalization is important.) The "Name" and "Abbreviation" fields should use one of the names in the above list that you will be using. For the Tag ID use the name following the colon below, depending on the category you decide to use:

Medieval Armor: MedArmor
Medieval Shields: MedShield
Modern Armor: ModArmor
Futuristic Armor: FutArmor
Natural Armor: Natural

Finally you can do the same with Vehicles, but they break themselves down into two drop-down lists that sort within each other by Vehicle Type and Vehicle Era. They sort as follows:

Civilian: Ground Vehicles
WWII Military: Ground Vehicles
Modern Military: Ground Vehicles
Futuristic Military: Ground Vehicles
Civilian: Aircraft
WWII Military: Aircraft
Modern Military: Aircraft
Futuristic Military: Aircraft
Civilian: Boats & Ships
WWII Military: Boats & Ships
Modern Military: Boats & Ships
Futuristic Military: Boats & Ships

Of note is that, unlike gear, vehicle tags are actually dynamic, so while the base "Type" by default only has Ground Vehicle, Aircraft, and Boats & Ships you should be able to enter new ones in there as you like, such as Spacecraft and such. I'm not positive where they will fit in the sort order, but playing around should help you figure that out.
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When adding Vehicles it's important to note that Bootstrapping a weapon will Bootstrap it to the portfolio the Vehicle is added to. Instead weapons need to be put in as a Gizmo instead. However, first we need to set a little something to prevent an error (you can check the Wiki for details of WHY this needs to be done, but for our purposes let's just say that it needs to be done.)

Containerreg: Initialization/2000 set the Tag Expression: TRUE

Gizmo: Set the Entity Unique Id to: "LoadOut" (without the quotes) and then hit Bootstraps:

Here you can add the weapons. There are also some fields you can set to help out with things like ammo and how they should look on the sheet. For each weapon that needs them go to Fields...

Field Id: livename Value: (The text you want to display, I usually put the text from the book, like "10mm laser (x2), turret", for example)

To set this so it has no weight add another field here:

Field Id: gearWeight Value: 0

And finally if you want to list how much Ammo the weapon has add one more field:

Field Id: wpShots Value: 1000 (or however much ammo/shots that weapon has).
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Creatures also have some special fields you can use for them when adding their special abilities. For them you would do a Bootstrap but several "Racial Abilities" have some special fields you can use with them. Specifically the following are of note:

abAquatic
abArmor
abBurrow
abFear
abFlyGener
abSize

For any of these you can set a Field with the a Field: abilValue Value: (whatever it should be). So, for example, if you have a creature than can Burrow at a Pace of 8 then you could Bootstrap abBurrow and for the Field: abilValue you would set Value: 8. These can be negative numbers as well, so abFear might have an abilValue of, say, -2 if you needed. The value should be fairly obvious for each of those things, whether it's for a Pace value or Armor or what have you.

One special one that also falls into this category is abWeapon. For this you have a field to set.

Field Id: livename
Value: (Name of the weapon, such as Claw/Bite, for example, or Bite (AP 10) for AP attacks.)

AND you have a Tags... to set:

Group Id: WeaponDie TagId: (Half Weapon Die type.)

abWeapon assumes this is a Str+Die type of weapon, so a Str+d4 claw attack would have a TagId: 2.

For creatures that have actual weapons and other equipment you might bootstrap there is a further Tag you may want to set on any of the the equipment you add to them.

GroupId: Equipment Tag Id: StartEquip

I don't really now WHY to add that, but it looks like that is how it's commonly handled.
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Many settings don't allow any Arcane Backgrounds or Edges that rely on having an AB. For easy reference here is a list all of all AB related items that you might add to your Preclude tab to fit this requirement:

edgAdept
edgArcMag
edgArcMir
edgArcPsi
edgArcSci
edgArcSup
edgChamp
edgGadget
edgHolyWar
edgMental
edgMrFixIt
edgNewPwr
edgPwrPts
edgPwrSurg
edgRapRch
edgRapRch2
edgSoulDrn
edgWizard
skFaith
skPsionics
skSpellcst

Lenny Zimmermann
Metairie, LA, USA

Data files authored (please let me know if you see any issues with any of these if you have/use them):
Official (In the downloader)
50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome
Coming Eventually
Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me)

Last edited by zarlor; July 18th, 2014 at 07:18 AM. Reason: added vehicles
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