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Gumbytie
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Join Date: Jun 2010
Location: Florida
Posts: 235

Old December 21st, 2018, 11:17 AM
So, a couple of different settings I am working on have some Derived Traits I created, like Beast & Barbarians > Savings and for Lankhmar > Corruption, and some others.

All well in good, no problem there.

The question, is it possible to tag such Traits as "character" only? Meaning they won't show up on a creature/monster? Especially since in most cases, the creatures don't have other relative traits, edges, etc. that relate to the derived trait.

I am just about completed on creatures from B&B (Core Book Golden Edition, Jalizar, and Tricarnia) and doing work on Lankhmar and some other settings. So I am noticing this effect now that I am putting in the critters.

It doesn't stop the program from working, and no specific errors, just a message occasionally that I do not remember right now.

Just curious.
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CapedCrusader
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Old December 21st, 2018, 09:31 PM
You could check to see if it's creature and if it is, assign a Hide.Trait tag to it.

Code:
if (hero.tagis(Hero.Creature) <> 0) then
  perform hero.assign[Hide.Trait]
  endif
That should prevent it from showing up for Creatures.

_
Currently In Development: Savage Pathfinder
Future Development: SWADE Super Powers Companion, SWADE Fantasy Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
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Gumbytie
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Join Date: Jun 2010
Location: Florida
Posts: 235

Old December 22nd, 2018, 06:55 AM
Hmm, this looks like it should work so I am guessing I am putting it in wrong spot or maybe a timing issue?

I added a mechanic to setting:

Code:
Initialization 1000

if (hero.tagis(Hero.Creature) <> 0) then
  perform hero.assign[Hide.trBBSavings]
  endif
And I get the following error when trying to save file in Editor:

Quote:
Syntax error in 'eval' script for Thing 'mecBBSavCheck' (Eval Script '#1') on line 1
-> Invalid use of reserved word 'hero' in script
I also tried placing this on a creature itself to try out, same error, as well as on the derived trait itself. So obviously I am doing something wrong
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CapedCrusader
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Old December 23rd, 2018, 10:57 AM
That's because it's

Code:
hero.tagis[Hero.Creature] <> 0
And you should probably put in on the Derived Trait itself rather than a mechanic.

_
Currently In Development: Savage Pathfinder
Future Development: SWADE Super Powers Companion, SWADE Fantasy Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
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Gumbytie
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Join Date: Jun 2010
Location: Florida
Posts: 235

Old December 26th, 2018, 03:50 PM
Well, getting closer with the correction from ( to [ but still getting an error. This is with the script attached directly onto the Derived Trait. So we have the following script:

Initialization 1000
Code:
if (hero.tagis[Hero.Creature] <> 0) then
perform hero.assign[Hide.trBBSavings]
endif
and we get to line 2 now before an error occurs:

Quote:
Syntax error in 'eval' script for Thing 'trBBSavings' on line 2 -> Tag 'Hide.trBBSavings' not defined
Also, hope everyone had a nice Christmas!
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CapedCrusader
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Old December 26th, 2018, 04:57 PM
Try

Code:
perform assign[Hide.Trait]
instead of Hide.trBBSavings. I didn't catch that last time.

Double oops, take the 'hero.' out of that...

_
Currently In Development: Savage Pathfinder
Future Development: SWADE Super Powers Companion, SWADE Fantasy Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd

Last edited by CapedCrusader; December 30th, 2018 at 05:37 PM.
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Gumbytie
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Join Date: Jun 2010
Location: Florida
Posts: 235

Old December 30th, 2018, 01:53 PM
Well, the good news is I am no longer getting any errors across characters or creatures. The bad news, it still does not "hide" the derived trait when in creature mode of HeroLab

Using the corrected code from above, at Initialization 10000.

I also have the Show Hero Tags floating window open and it "sees" the piece of code apparently:



So much closer than ever but not quit hitting the target.

BTW, many thanks every time Caped Crusader reads and posts a suggestion. He has a day job, and is busy working towards getting us a version for the new SWADE version. I also backed the Kickstarter so have even made my own "test" files to test things out. I do like what I see so far.

Cheers...wow, a new year coming, where did the old one go?

Last edited by Gumbytie; December 30th, 2018 at 01:55 PM.
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CapedCrusader
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Posts: 1,549

Old December 30th, 2018, 05:27 PM
That looks like the tag is on the hero - it should be on the trait. And that's on me. Take the 'hero.' out of that.

_
Currently In Development: Savage Pathfinder
Future Development: SWADE Super Powers Companion, SWADE Fantasy Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
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Gumbytie
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Join Date: Jun 2010
Location: Florida
Posts: 235

Old December 30th, 2018, 06:10 PM
In case someone reads this thread looking for a solution. Caped Crusader closed the deal!

the proper code is:

Code:
if (hero.tagis[Hero.Creature] <> 0) then
perform assign[Hide.Trait]
endif
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