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TCArknight
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Old June 13th, 2020, 01:15 PM
Currently, the arWpnPick template on the armory tab has this bit of code
Code:
      if (hero.tagis[source.SciFi] + hero.tagis[source.SuperPowr2] <> 0) then
        if (tagis[Modificatn.Modificatn] <> 0) then
          portal[edit].visible = 1
          ~position the edit portal to the left of the gear button
          perform portal[edit].alignrel[rtol,gearmanage,-8]

          ~position the special portal to the left of the edit button
          perform portal[special].alignrel[rtol,edit,-6]
          endif
        endif
Would it be possible to change out the bolded portion to simply look for the Hero.UseMods tag instead?

This would allow use of modifications in settings for SWADE where modifications are present.

I'm guessing that the same check is present on other tabs as well?

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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CapedCrusader
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Old June 14th, 2020, 01:57 PM
That's a great idea.

_
Currently Running: Savage Seven Worlds
Currently on Pandemic Hold: Savage Grimnoir, Savage PsiWorld, D&D 5E, Savage Wearing the Cape
Setting Files: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Slipstream, Solomon Kane, Seven Worlds
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Gumbytie
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Old June 15th, 2020, 03:04 PM
User Content - SWADE versus Deluxe.

Select the Configure Hero Window.

We have "User Content". We now have Deluxe and SWADE rules editions. Many of us appear to be converting settings to SWADE, some new settings exist ONLY in SWADE. Some groups will stick to Deluxe, so I can see the list of supported settings getting long AND confusing. How would someone know which setting supports which by just looking at the "User Content" window?

So throwing this out there, not sure how to implement really, but there could be a tag or something to add to a .1st file that separates under the "User Content" settings in a folder for Deluxe and a folder for SWADE. Users expand the top level field of Deluxe or SWADE and then can drill down and see what settings are supported across editions.

Just a thought. Even as I am converting something like Beasts & Barbarians for myself I am getting confused. I have to make a series of .1st files to keep them separate. And this setting has two different core books for Deluxe: Steel and Golden. So that is two different versions to roll over to SWADE.

Meanwhile, another setting I am working on, Crsytal Heart is only SWADE. But everything rolls up under "User Content" at the same level. I hope I am explaining this well enough to make sense
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TCArknight
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Old June 27th, 2020, 01:22 PM
Quote:
Originally Posted by Gumbytie View Post
User Content - SWADE versus Deluxe.

Select the Configure Hero Window.

We have "User Content". We now have Deluxe and SWADE rules editions. Many of us appear to be converting settings to SWADE, some new settings exist ONLY in SWADE. Some groups will stick to Deluxe, so I can see the list of supported settings getting long AND confusing. How would someone know which setting supports which by just looking at the "User Content" window?

<snip>)
You can always add this to your .1st files:
Quote:
<source
id="sepSWADEUser"
name="SWADE-Specific User Content"
selectable="no"
parent="AdventureEdition"
sortorder="10"
description="Content specifically for use with SWADE">
</source>
That gives a folder under Adventure Edition to drop your settings...

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 June 27th, 2020, 01:24 PM
Quote:
Originally Posted by CapedCrusader View Post
That's a great idea.
In addition, could we make the ModType.xxx tag dynamic?

Right now, if I wanted to make mods for regular armor, I can't.

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 July 3rd, 2020, 10:29 AM
Also, possible to increase the ArmorStrReqDie.xxx up to d12+5? Savage Rifts has some armors that need a d12+1, d12+2 or a d12+4 tag...

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 July 18th, 2020, 10:16 AM
More Rifts stuff...

There are some melee weapons that have multiple dice (2d6, 3d4, etc.) for their damage value. Would it be possible to add a Helper.DieMult# tag and modify the finalize scropt of the wpShowDmg field to add that in front of the die value? Such as:
Code:
~use the weapon die to display the damage, else use the explicit damage
        if (tagis[component.WeapMelee] + tagis[WeaponDie.?] < 2) then
          @text = field[wpDamage].text
        else
          var die as number
          var mult as number
          if (@ispick = 0) then
            die = tagvalue[WeaponDie.?] * 2
          else
            die = field[wpDie].value * 2
            endif
          mult = tagvalue[Helper.DieMult?]
          if (mult > 1) then
            @text = "Str+" & mult & "d" & die
          else
            @text = "Str+d" & die
            endif
          endif

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

Last edited by TCArknight; July 18th, 2020 at 10:29 AM.
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CapedCrusader
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Old July 23rd, 2020, 11:42 PM
OK, two updates here....

On making ModType.xxx tag dynamic - that's a problem as Regular Armor is not set up to support Modifications. I haven't seen any rules for that. All other gear that uses Modifications has rules about how many mods can be used, etc. Melee Weapons are allowed a single mod. Ranged Weapons aren't even allowed Mods at all. Neither is Armor. So, there are larger implications than simply adding more type tags.

On adding a Damage Die multiple, that's usually what the Special Damage field is for...

_
Currently Running: Savage Seven Worlds
Currently on Pandemic Hold: Savage Grimnoir, Savage PsiWorld, D&D 5E, Savage Wearing the Cape
Setting Files: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Slipstream, Solomon Kane, Seven Worlds
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TCArknight
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Old July 24th, 2020, 11:50 AM
Quote:
Originally Posted by CapedCrusader View Post
On making ModType.xxx tag dynamic - that's a problem as Regular Armor is not set up to support Modifications. I haven't seen any rules for that. All other gear that uses Modifications has rules about how many mods can be used, etc. Melee Weapons are allowed a single mod. Ranged Weapons aren't even allowed Mods at all. Neither is Armor. So, there are larger implications than simply adding more type tags.
Very true. However, by making ModType.xxx tag dynamic, it opens up the possibility for those settings that may have use for modifications in general. It would also allow for Firearms accessories such as silencers and scopes to be treated as a modification and output with the weapon they are attached to (modifying the overall cost and weight of the weapon).

The SWADE version of the companions I'm thinking are not far off, plus, this would allow those folks that wanted to create their own (for example) Ranged compset that included Modifications to do so. (And, I'm thinking that might be a way to implement the Manufacturer Modifiers for a weapon from the Savage Rifts: Empires of Humanity book)

It definitely would be a nice to have, but can work without it.

Quote:
Originally Posted by CapedCrusader View Post
On adding a Damage Die multiple, that's usually what the Special Damage field is for...
True, I guess what I was thinking of has an easy workaround.

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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