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Location: Reading, UK
Posts: 79
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Quote:
On a different note, so far I cannot find anything in the wiki discussing the Permanent Adjustments option and how to create new ones. I suspect that it may be a black box built into the core SW system, unless Caped Crusader can offer any tips on using it differently. Working on: Official Achtung! Cthulhu datafiles Last edited by Endtransmission; December 13th, 2013 at 05:20 AM. |
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#41 |
Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
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Yeah, it is core rules thing, but that's the part of the Wiki where you would need to look to find it, the stuff on how they created the SW rules. Just because it's there doesn't mean it can't also be done to add something extra within a .user file, though. If I get some time I'll try to look as well, although finding that time isn't looking too good right now, I'm sorry to say.
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) |
#42 |
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Join Date: May 2012
Location: Reading, UK
Posts: 79
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I appreciate the help you've provided so far; it's good to just have someone to bounce ideas off
Working on: Official Achtung! Cthulhu datafiles |
#43 |
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Join Date: May 2012
Location: Reading, UK
Posts: 79
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Ok, so on Friday night I had a trawl through the wiki and found how to create new Permanent Adjustments with the scroller. To go with this I've created a new Trait (trACDmnt) that shows up on all the tabs with the other trait details that shows what the current Dementia level is. This value is changed using the new Adjustment
Code:
<thing id="adjACDmnt" name="Manage Dementia levels" compset="Adjustment" description="Modify the user's Dementia score" uniqueness="useronce"> <usesource source="sepActCth"/> <tag group="AdjustShow" tag="Increment"/> <tag group="Helper" tag="UserAdjust"/> <tag group="InPlay" tag="PermOK"/> <eval phase="PreTraits" priority="5000"><![CDATA[ var ACDmnt as number ACDmnt = field[adjUser].value perform #traitadjust[trACDmnt,+,ACDmnt,"Dementia update"] ]]> <before name="Calc trtFinal"/> </eval> </thing> 1) If I try to bootstrap this Adjustment to the character, it does not appear on any of the tabs. I know the Adjustment does get bootstrapped because I set an additional test Eval statement that added 20 to the Sanity score. I'm sure I saw somewhere in the wiki how to tell an item which tab to appear on, but I can't for the life of me find it at the moment. 2) I still need to work out the best place to do the calculations on when to add the sanity loss. At the moment I'm tempted to leave it as a manually added injury, but it would be nice to automate it at some point. Working on: Official Achtung! Cthulhu datafiles |
#44 |
Member
Join Date: May 2012
Location: Reading, UK
Posts: 79
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One thing I forgot to mention was that there is a way to show a dropdown of known skills in the Permanent Adjustments section that allows you to modify a skill of your choice. This is an example
Code:
<thing id="adjACattrD" name="_A!C Skill test" compset="Adjustment" description="Select this adjustment a!c to..."> <fieldval field="adjUsePick" value="1"/> <fieldval field="adjCandid" value="component.Skill"/> <tag group="AdjustShow" tag="Increment"/> <tag group="AdjustShow" tag="Menu"/> <tag group="Helper" tag="UserAdjust"/> <tag group="InPlay" tag="PermOK"/> <tag group="InPlay" tag="TempOK"/> <eval phase="Setup" priority="8000"> <before name="Calc trtFinal"/><![CDATA[ if (tagis[Helper.Activated] <> 0) then field[adjChosen].chosen.field[trtInPlay].value += field[adjUser].value endif ]]></eval> </thing> Fieldval field="adjCandid" value="component.Skill" populates a dropdown list created by tag group="AdjustShow" tag="Menu" with all your known skills and allows you to modify them (either positively or negatively). I can't remember, but I think you can change component.Skill to component.Trait or component.Edge. I'll check this tonight and update this. Working on: Official Achtung! Cthulhu datafiles Last edited by Endtransmission; December 16th, 2013 at 02:19 AM. |
#45 |
Member
Join Date: May 2012
Location: Reading, UK
Posts: 79
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Some more notes on the Permanent Adjustments
It's possible to set the upper and lower bounds for the incremental counter using Code:
<fieldval field="adjMinimum" value="0"/> <fieldval field="adjMaximum" value="10"/> For example: Code:
<fieldval field="adjCandid" value="component.Skill"/> List attributes - component.Attribute List assigned skills - component.Skill List derived values (e.g. Charisma, Toughness, pace) - component.Derived List all traits (attributes, derived values and a few others) - component.Trait These ones less so as there is nothing to increment. List abilities* - component.Ability List Powers* - component.Power List all Edges* - component.Edge Some other component. values that I've found, but not tried yet are .Equipment, .Defense, .Shield, .WeaponBase and .WeapRange. I'm sure there are plenty of others. Still not found the wiki page that explains how to force something to display on a screen yet, but hey. More info is more info, right? Working on: Official Achtung! Cthulhu datafiles Last edited by Endtransmission; December 17th, 2013 at 12:26 PM. |
#46 |
Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819
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Great stuff. Thanks for sharing!
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) |
#47 |
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Join Date: May 2012
Location: Reading, UK
Posts: 79
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Note to self. Tracker issue broken out into a separate thread
Working on: Official Achtung! Cthulhu datafiles |
#48 |
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Join Date: May 2012
Location: Reading, UK
Posts: 79
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My brain has had enough of the Tracker issue for the morning, so I"m switching over to the new problem area of joy. Magic
The first area that I'm dealing with are the tomes of mythos knowledge and the age old problem of add/increase a skill after creation. In the Acthung! Cthulhu setting, the only way to gain Knowledge(Mythos) is to successfully translate one of these Tomes. Each tome has a different number of tests that need to succeed in order to successfully read it. No advancement points are needed to gain this knowledge skill. If they already have the skill, then we need to increment it by 1. So, with those important points set, I decided the best way to track these translation elements is to use a Permanent Adjustment so the player can try reading the book over time, even if they do not carry the book with them all the time. Once the PA hits the maximum value, it should (in theory) then carry out the skill check and adjust/create it as needed. Code:
<thing id="adjACtTM" name="Translation (True Majick)" compset="Adjustment" description="Language - English (-1)" uniqueness="useronce"> <fieldval field="adjMinimum" value="0"/> <fieldval field="adjMaximum" value="4"/> <usesource source="sepActCth"/> <tag group="AdjustShow" tag="Increment"/> <tag group="Helper" tag="UserAdjust"/> <tag group="InPlay" tag="PermOK"/> <!-- check counter. If counter is equal to adjMaximum then check to see if Knowledge(Mythos) is already a skill If not, apply at d4 otherwise increase by 1 --> <eval phase="Setup" priority="8000"> <before name="Calc trtFinal"/><![CDATA[ if (field[adjUser].value = field[adjMaximum].value) then foreach pick in hero where "thingid.skKnow" if (compare(lowercase(eachpick.field[domDomain].text),"mythos") = 0) then perform eachpick.field[trtBonus].modify[+,1,"mythos"] else ~ At this point I need to be able to add the Knowledge skill if it doesn't already exist. endif nexteach endif ]]></eval> </thing> I thought about creating it as it's own skill, bootstrapping it to everyone and trying to hide it if they havn't translated something yet, but wasn't quite sure how to go about hiding a skill until certain criteria are met. That seems to be what is being discussed over in the Conditional Bootstrapping thread, but as no-one has worked that out yet... Working on: Official Achtung! Cthulhu datafiles Last edited by Endtransmission; December 28th, 2013 at 01:15 AM. |
#49 |
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Join Date: Oct 2010
Location: Great White North
Posts: 14
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I've been searching around the forums to see if anybody was working on Achtung! Cthulhu data files for Hero Labs and I found this thread. Has there been any recent updates now that the core books are out?
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#50 |
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