Junior Member
Join Date: Jan 2010
Posts: 5
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You are correct sir!
I was scrolling through quickly and did not note that "Chi Focus" was, indeed, on the list but not highlighted, even though my character in development has "Martial Arts." Incidentally, same is true for the "Superior Kung Fu," which requires the "Martial Arts," which I have selected. Perhaps I am doing something wrong.... In any case, fantastic stuff! Even if the options don't come up highlighted (or if it is simply my mistake), it is still possible to easily put together a DLR character, which is outstanding. |
#31 |
Member
Join Date: Feb 2007
Posts: 41
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Picking up Hero Lab once again to assist my DL:R players with validating and logging there character advancements. So naturally I am VERY happy to get the updated DLR rules (including the Flood - awesome !)
Thanks for the work - this is why the internet (and it's users) rocks. |
#32 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2007
Posts: 591
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Expect an update in the next few weeks.
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#33 |
Member
Join Date: Feb 2007
Posts: 41
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A bit more in depth use of the DL:R files, and I noticed that all the arcane backgrounds are implemented in accordance with the SW:EE rules, and not the updated DL:R implementations.
E.g. my blessed character needed to select his powers (not a big problem, we just ignore them) and my Martial Artist's powers were not based off the spirit skill (e.g. they always cost 2 skill points per die increase) Are these actually implemented, and I'm picking the wrong thing on the menus ? Or a known item that needs work perhaps ? Look forward to the update. Ben |
#34 |
Senior Member
Volunteer Data File Contributor
Join Date: Aug 2009
Posts: 1,556
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Has anyone else run into this? Since the horses/mules aren't set up as Top Holders in Container Behavior, anything they carry is counted as Encumbrance on the character? I've fixed mine, but thought you might want to know...
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#35 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2007
Posts: 591
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Thanks It will be fixed.
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#36 |
Member
Join Date: Feb 2007
Posts: 41
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Was trying to validate my players Chi Mastery character again today, and decided I really wanted to sort out the Chi Mastery edge in Deadlands.
So I decided to get my hands dirty with the Authoring Kit, looked up how Super Powers are implemented, and cobbled together the following (see attached). It adds a new Chi Mastery (modified) edge, which gives you the correct number of powers (2 instead of 1) and also adds in "Chi Power" skills, which are correctly based off Spirit (unlike regular Super Power skills, which always cost 2 advancement points to boost). Note that it still gives you access to the regular "Power" skills for each power you buy too. These should be ignored. Have asked if there was a better way of "overriding" these skills in a separate thread on this channel. I made this extension to work in harmony with Dartnet's existing ruleset. Simply put it in the same directory, and it works. Hopefully Dartnet will integrate these changes into his main ruleset, if he hasn't written something for this already. There may be better ways to do what I've done here, but for now it got me up and running with the Chi Mastery edge. Cheers, Ben |
#37 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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Quote:
1. In the edge, remove the Arcane.SuperPower tag and add a new Arcane.ChiMastery tag. 2. In the arcane background, do the same. 3. For each skill, do the same. 4. For each skill, change the containerreq tag expression to: Code:
hero#Arcane.ChiMastery |
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#38 |
Member
Join Date: Feb 2007
Posts: 41
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Thanks rob - worked perfectly ! Hadn't got to grips with tags (or most of HeroLab authoring in all honesty) so didn't realize that was all that was still coupling the two arcane powers together.
Have uploaded an updated version of the chi mastery extension on this post (below) |
#39 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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Glad I could help. Tags are a very fundamental mechanism used within Hero Lab, as they are both extremely flexible and powerful. They come in handy in numerous different ways throughout the Savage Worlds data files, as well as all other game systems. So you'll likely find yourself utilizing them as you add more capabilities to the SW data files. The basics of using tags is outlined in the Authoring Kit wiki, so you might find that section worth a read. And I'm always happy to answer questions if you run into snags along the way. :-)
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#40 |
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