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salcor
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Join Date: Sep 2009
Posts: 173

Old January 6th, 2018, 08:17 AM
So I have been working through the Robot Armors and I had a question. With the robot's load out is there a way to setup something like a drop downlist that allows the player to choose a few weapon system options. The NG Mobile Gun is an example of this, since it has a few weapons options for the various mounts.

Salcor
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TCArknight
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Location: NW Arkansas
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Old January 6th, 2018, 09:11 AM
Quote:
Originally Posted by salcor View Post
So I have been working through the Robot Armors and I had a question. With the robot's load out is there a way to setup something like a drop downlist that allows the player to choose a few weapon system options. The NG Mobile Gun is an example of this, since it has a few weapons options for the various mounts.

Salcor
Not that I can think of offhand.

It may be a matter of different versions of the Armor depending on the loadout. We could at least start that way and later simplify if needed.

Working on -
  • (SWADE) WIP Savage Rifts
  • Savage Rifts (Deluxe): Update link in This post
  • Star Trek Adventures: Update link in This post
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TCArknight
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Old January 6th, 2018, 09:23 AM
Quote:
Originally Posted by FatherMorpheus View Post
Thanks!

New item, I haven't figured out.

M.A.R.S. (Cybernetic Techno-Warrior) for some reason won't open/enable the Cybernetic Menu.

I'm wondering, should the menu just auto on?
I'll look into this.

Quote:
Originally Posted by FatherMorpheus View Post
I think I'll put additions or code augments in in Blue and errors I find in Red.

Code Addition:
[/COLOR]
Cyberware Leg Upgrades weren't adding +2 pace per selection.

Eval Script, Pre-Trait
perform #traitadjust[trPace,+,2,"Cyberware"]


Cyberware: Armor Plate, doesn't add +4 armor.
I was trying to use this string to add it, but it doesn't like stacking with the M.D.C. Armor you are using for Borgs.

Eval Script, Pre-Traits
herofield[acDefHead].value += 4
herofield[acDefArms].value += 4
herofield[acDefLegs].value += 4
herofield[acDefTorso].value += 4



Cyberware: Reinforced Frame, doesn't add +2 toughness. This too isn't really stacking with things from body armor, or even Edges.

Eval Script, Pre-Trait
perform #traitadjust[trTough,+,2,"Reinforced Frame"]



M.D.C. Armor

Description: A Combat Cyborg alloy structure provides +8 M.D.C. Armor. and +3 Toughness. This cannot be combined with normal body armor.

Eval Script, Pre-Trait
perform #traitadjust[trTough,+,3,"Armor"]




Though, for some reason it doesn't keep the Toughness modification or Armor modification. Still working on that.
Thanks! I'll get these added in.

Working on -
  • (SWADE) WIP Savage Rifts
  • Savage Rifts (Deluxe): Update link in This post
  • Star Trek Adventures: Update link in This post
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TCArknight
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Old January 6th, 2018, 09:30 AM
Quote:
Originally Posted by bsmayhew View Post
I was playing with the bulds and discovered that the built in Weapons, both ranged and close combat, are missing from the cyberware section.
Just an FYI in case it was missed.
Right now, it's a matter of limitations on the basic SW data. There's no easy way to do this short of a new piece of cyberware per weapon. I'll definitely have to think on this.

Quote:
Originally Posted by Zaknaefin View Post
Can you set the Master Cyber Armor Edge to add 2 to the Armor value like it adds 4 to the Toughness? Even if you have to do the MD part of it later?

Suggestion: Can you make the Psi-Sword selector in the In-Play tab say "Psi-Sword Mega-Damage"?

Also, can you move the Framework "Psi-Sword Split" selector into the In-Play tab? This choice is something that can be changed from round to round.
No problem on the armor value. I'll get that added.

For the Psi-Sword though, right now that's the only way it can be displayed/selected. I'll hav eto see what I can figure out for this. I've requested additional checkboxes/custom naming for activation items in the Requests thread, but may have to just see if can script a livename change for now.

Quote:
Originally Posted by Zaknaefin View Post
Can I put in a request for the M.A.R.S. Wilderness Scout?
I'll see what I can do.

Working on -
  • (SWADE) WIP Savage Rifts
  • Savage Rifts (Deluxe): Update link in This post
  • Star Trek Adventures: Update link in This post
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FatherMorpheus
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Old January 6th, 2018, 12:23 PM
Just sent an updated file with the following information.


Updated file with the following information:
Power Armor - Tomorrow Legion Players Guide
Power Armor - Coalition Field Manual
Special Weapons to enable those suits of Power Armor
A few updates to Cybernetic items which may still not be correct, as they aren't adding correctly.
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salcor
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Posts: 173

Old January 7th, 2018, 04:54 AM
Glad to see we are starting to steamroll some stuff here. I just sent in an update with the following information.

Robot Armor - Tomorrow Legion Player's Guide
Robot Armor - Coalition Field Manual
Vehicles - Tomorrow Legion Player's Guide
Vehicles - Coalition Field Manual
Vehicle - Savage Foes of North America
Special Weapons for the Robot Armor

Salcor
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TCArknight
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Old January 7th, 2018, 12:56 PM
Quote:
Originally Posted by FatherMorpheus View Post
Just sent an updated file with the following information.


Updated file with the following information:
Power Armor - Tomorrow Legion Players Guide
Power Armor - Coalition Field Manual
Special Weapons to enable those suits of Power Armor
A few updates to Cybernetic items which may still not be correct, as they aren't adding correctly.
Quote:
Originally Posted by salcor View Post
Glad to see we are starting to steamroll some stuff here. I just sent in an update with the following information.

Robot Armor - Tomorrow Legion Player's Guide
Robot Armor - Coalition Field Manual
Vehicles - Tomorrow Legion Player's Guide
Vehicles - Coalition Field Manual
Vehicle - Savage Foes of North America
Special Weapons for the Robot Armor

Salcor
Thank you both very much!

I will get these incorporated ASAP.

TC

Working on -
  • (SWADE) WIP Savage Rifts
  • Savage Rifts (Deluxe): Update link in This post
  • Star Trek Adventures: Update link in This post
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bsmayhew
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Join Date: Feb 2012
Posts: 11

Old January 8th, 2018, 05:55 AM
Quote:
Originally Posted by bsmayhew View Post
I was playing with the bulds and discovered that the built in Weapons, both ranged and close combat, are missing from the cyberware section.
Just an FYI in case it was missed.
I just found the the ranged weapons and CCW built in options from Sci-Fi companion work just fine if you include them in the character options.
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GunbunnyFuFu
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Posts: 78

Old January 14th, 2018, 02:47 AM
I'm adding powers into the data set by copying them manually out of a the custom user file I made for Savage Rifts a few months ago...should this power data be put in rifts.dat, or is there a better place for it?

GB
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TCArknight
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Old January 14th, 2018, 05:44 AM
Quote:
Originally Posted by GunbunnyFuFu View Post
I'm adding powers into the data set by copying them manually out of a the custom user file I made for Savage Rifts a few months ago...should this power data be put in rifts.dat, or is there a better place for it?

GB
It might be easiest if you put them in something like thing_powers.user. Then could just send that to me to incorporate. Might make things easier as the editor tends to group items a bit strangely when saving (including removing some spacing and comments.

Also, how do you want to be listed in the authors/collaborators information?

Thanks!
TC

Working on -
  • (SWADE) WIP Savage Rifts
  • Savage Rifts (Deluxe): Update link in This post
  • Star Trek Adventures: Update link in This post
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