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marroon69
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Join Date: Dec 2017
Posts: 29

Old January 15th, 2018, 09:13 AM
It appears the Editor only allows you to create New Weapon groups but it only seems to honor the last one entered.

Example, I created a Deadlands Automatics group and assigned the Gatlin Gun, I tested it worked fine. I then went in and created the Deadlands Carbines and Deadlands Derringer groups and assigned the appropriate weapons, when I went to test the changes only there Derringer group header was viewable in Hero lab Range Weapons view, the Automatics header and the Carbines header were not. Plus the weapons defaulted to a different sorting as if the groups were not present.

Looking at the XML file it appeared the Name and Abbrev tags were there but where not being honored. Looking at the source file( tags.1st) it appears the Weapon Type group is dynamic so this I believe should be allowed.
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zarlor
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Location: Metairie, LA, USA
Posts: 1,733

Old January 15th, 2018, 12:12 PM
Quote:
Originally Posted by marroon69 View Post
It appears the Editor only allows you to create New Weapon groups but it only seems to honor the last one entered.
That just how Hero Lab works. To do weapon groups take a look at the 2nd post in the Common Code Examples thread.

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)
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CapedCrusader
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Posts: 1,208

Old January 15th, 2018, 09:03 PM
Here's the current breakdown:

Gear

"Custom" order="0"
"Adventure" name="Adventuring Gear" order="10"
"Animals" name="Animals & Tack" order="20"
"Ammo" name="Ammunition" order="30"
"Clothing" order="40"
"Communic" name="Communications" order="50"
"Computers" order="60"
"Drone" name="Drones" order="70"
"Engram" name="Engrams" order="80"
"Entertain" name="Entertainment" order="90"
"Food" order="100"
"Delivery" name="Delivery Subscriptions" order="105"
"Medical" name="Medical" order="110"
"Drugs" name="Medicines/Drugs/Poisons" order="115"
"Modules" name="Modules" order="120"
"Personal" name="Personal Gear" order="130"
"Robots" name="Robots" order="140"
"Services" name="Services" order="150"
"Shelter" name="Shelter" order="160"
"Surveil" name="Surveillance" order="170"
"Travel" name="Travel" order="180"
"WeaponAcc" name="Weapon Accesories" order="190"
"Misc" name="Miscellaneous" order="255"


Weapons

"MedBlades" name="Medieval Blades" order="1"
"MedAxes" name="Medieval Axes and Mauls" order="3"
"MedPoles" name="Medieval Pole Arms" order="5"
"MedRange" name="Medieval Ranged" order="7"
"MedSiege" name="Medieval Siege Weapons" order="9"
"Black" name="Black Powder" order="10"
"ModMelee" name="Modern Melee" order="20"
"ModPistol" name="Modern Pistol" order="22"
"ModSMG" name="Modern Submachine Gun" order="24"
"ModShotgun" name="Modern Shotgun" order="26"
"ModRifle" name="Modern Rifle" order="28"
"ModAssault" name="Modern Assault Rifle" order="30"
"ModRange" name="Modern Ranged" order="32"
"ModMachine" name="Modern Machine Gun" order="34"
"ModEnergy" name="Modern Energy" order="36"
"FutMelee" name="Futuristic Melee" order="40"
"FutRange" name="Futuristic Ranged" order="42"
"FutPistol" name="Futuristic Pistols" order="44"
"FutRifle" name="Futuristic Rifles" order="46"
"FutSMG" name="Futuristic SMGs" order="48"
"FutShotgun" name="Futuristic Shotguns" order="50"
"FutEnergy" name="Futuristic Energy" order="52"
"SFMelee" name="Sci-Fi Melee" order="60"
"SFDisint" name="Sci-Fi Disintegrators" order="62"
"SFFlakGu" name="Sci-Fi Flak Guns" order="64"
"SFFlamer" name="Sci-Fi Flame Weapons" order="66"
"SFFleche" name="Sci-Fi Flechette Weapons" order="68"
"SFGrenad" name="Sci-Fi Grenades" order="70"
"SFGrenLa" name="Sci-Fi Grenade Launchers" order="72"
"SFGyroje" name="Sci-Fi Gyrojet Weapons" order="74"
"SFLasers" name="Sci-Fi Lasers" order="76"
"SFBlaste" name="Sci-Fi Particle Accelerators (Blasters)" order="78"
"SFPlasma" name="Sci-Fi Plasma Weapons" order="80"
"SFPML" name="Sci-Fi Portable Missile Launcher" order="82"
"SFSlugth" name="Sci-Fi Slugthrowers" order="84"
"SFStun" name="Sci-Fi Stun Guns" order="86"
"SpecCannon" name="Special: Cannons" order="100"
"SpecExplos" name="Special: Explosives" order="102"
"SpecFlame" name="Special: Flamethrowers" order="104"
"SpecGren" name="Special: Grenades" order="106"
"SpecHeavy" name="Special: Heavy Weapons" order="108"
"SpecMines" name="Special: Mines" order="110"
"SpecMissil" name="Special: Missiles" order="112"
"SpecNoLeth" name="Special: NonLethal" order="114"
"SpecRocket" name="Special: Rocket Launchers" order="116"
"SpecTorp" name="Special: Torpedoes" order="118"
"SpecOther" name="Special: Other" order="120"
"VehicleWep" name="Vehicle Weapons" order="130"
"SFVehAntiP" name="Vehicle Anti-Personnel" order="132"
"SFVehAutoC" name="Vehicle Auto-Cannons" order="134"
"SFVehBombs" name="Vehicle Bombs" order="136"
"SFVehCanno" name="Vehicle Cannons" order="138"
"SFVehFlame" name="Vehicle Flame Weapons" order="140"
"SFVehGrenL" name="Vehicle Grenade Launcher" order="142"
"SFVehHeavy" name="Vehicle Heavy Weapons" order="144"
"SFVehLaser" name="Vehicle Lasers" order="146"
"SFVehMassD" name="Vehicle Mass Drivers/Rail Guns" order="148"
"SFVehMelee" name="Vehicle Melee" order="150"
"SFVehMissi" name="Vehicle Missiles/Torpedoes" order="152"
"SFVehParAc" name="Vehicle Particle Accelerators" order="154"
"SFVehRocke" name="Vehicle Rockets/Grenade Launchers" order="156"
"SFVehSlugt" name="Vehicle Slugthrowers" order="158"
"s2SPBW" name="Super Power Based Weapon" order="170"
"Improvised" name="Improvised Weapons" order="255"

_
Currently Running: Savage Worlds (Fantasy), Savage Galaxy Rangers
Currently Playing: Pathfinder (Kingmaker - it's good to be the King), Savage Wearing the Cape
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CapedCrusader
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Old January 15th, 2018, 09:05 PM
Now, inside a Setting you can choose one of these categories, then preclude the existing separator/header and substitute one of your own. That's what I did to customize Flash Gordon.

When I do Deadlands, I may alter the tags file itself.

_
Currently Running: Savage Worlds (Fantasy), Savage Galaxy Rangers
Currently Playing: Pathfinder (Kingmaker - it's good to be the King), Savage Wearing the Cape
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TCArknight
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Location: NW Arkansas
Posts: 968

Old January 22nd, 2018, 02:53 PM
Quote:
Originally Posted by marroon69 View Post
Deadlands and Hell on Earth no longer handle the Harrowed Supernatural abilities correct, if agility is D12 when you add the ability it does not go to 12+2.
I'm running into a similar issue with Power Armor when the Power Armor is supposed to provide a Strength of d12+X when equipped.

Since the "Calc trtFinal" script is at Traits/3000, I set this script at Traits/2900 (at PreTraits/5500 I'm increasing the trtMaximum += 2 since the armor provides STRENGTH: d12+2 when equipped)
Code:
var DiffStr as number
DiffStr = 8 - #traituser[attrStr]

if (field[grIsEquip].value <> 0) then
   #traitbonus[attrStr] += DiffStr
   endif
No matter what, the Strength value locks at 12, even though the Maximum is 8 and the UP incrementer isn't locked. (I even tried adding the Helper.trtMaxAdd2 tag at Setup/1000 and no luck.)

If I do this for the Script instead (and don't increase the trtMaximum)
Code:
var DiffStr as number
DiffStr = 6 - #traituser[attrStr]

if (field[grIsEquip].value <> 0) then
   ~trustme
   #traitbonus[attrStr] += DiffStr
   perform #traitroll[attrStr,+,2,"Power Armor"]
   endif
then the proper d12+2 is shown. However, it seems a real hack this way...

Does this help?

Working on -

Last edited by TCArknight; January 22nd, 2018 at 02:55 PM.
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CapedCrusader
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Posts: 1,208

Old January 22nd, 2018, 04:24 PM
I'm working on Deadlands right now. When I go through and clean up Harrowed, I'll take a look.

_
Currently Running: Savage Worlds (Fantasy), Savage Galaxy Rangers
Currently Playing: Pathfinder (Kingmaker - it's good to be the King), Savage Wearing the Cape
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Buyaka
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Join Date: Jun 2017
Posts: 5

Old January 24th, 2018, 02:02 AM
I found an issue within the rippers files.

For Reason the calculation is -2 + half spirit, it should be 2 + half spirit.

Last edited by Buyaka; January 24th, 2018 at 04:18 AM.
Buyaka is offline   #357 Reply With Quote
Out of print GM
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Join Date: Jan 2018
Posts: 3

Old January 30th, 2018, 02:24 PM
started having an issue with the program every time i boot up savage worlds i get this error message

"The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

Preclude - Reference to non-existent thing 'edgSFCyber'
Preclude - Reference to non-existent thing 'racSFAquar'
Preclude - Reference to non-existent thing 'racSFAurax'
Preclude - Reference to non-existent thing 'racSFAvion'
Preclude - Reference to non-existent thing 'racSFConst'
Preclude - Reference to non-existent thing 'racSFDeade'
Preclude - Reference to non-existent thing 'racSFFlora'
Preclude - Reference to non-existent thing 'racSFInsec'
Preclude - Reference to non-existent thing 'racSFKalia'
Preclude - Reference to non-existent thing 'racSFRakas'
Preclude - Reference to non-existent thing 'racSFRigel'
Preclude - Reference to non-existent thing 'racSFSauri'
Preclude - Reference to non-existent thing 'racSFSerra'
Preclude - Reference to non-existent thing 'racSFYeti'
Preclude - Reference to non-existent thing 'vhSFSepWA1'
Preclude - Reference to non-existent thing 'vhSFSepWA2'
Preclude - Reference to non-existent thing 'vhSFSepWA3'
Preclude - Reference to non-existent thing 'wpKnife'
Thing 'eq50Grappl' - Condition test must occur prior to all rules and eval scripts, including on components (Initialize,2100)
Thing 'eq50Quiver' - Condition test must occur prior to all rules and eval scripts, including on components (Initialize,2100)

any clue as to what is happening?
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CapedCrusader
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Posts: 1,208

Old January 31st, 2018, 08:53 AM
OK, it looks like you have the Interface Zero data file without having the required Sci-Fi Companion. You'll need to either pick up the Sci-Fi Companion expansion or remove the Interface Zero materials (Interface Zero 2point0.1st and Interface Zero 2point0.user).

Also, you'll want to download the latest 50 Fathoms file. Yours may be out of date.

_
Currently Running: Savage Worlds (Fantasy), Savage Galaxy Rangers
Currently Playing: Pathfinder (Kingmaker - it's good to be the King), Savage Wearing the Cape
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TCArknight
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Location: NW Arkansas
Posts: 968

Old February 10th, 2018, 08:06 AM
If a Derived Trait has Hide.Trait tag added to it at any point, even if the tag is deleted later, the Derived Trait still doesn't show on the basics tab.

(possibly need the alwaysupdate flag set on the Derived Traits portal?)

Working on -
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