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AndrewD2
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Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975

Old July 7th, 2015, 01:14 PM
That is ... odd. What is an example? I know UIDs and Tags are all Case Sensetive, although I guess some things like if statements can be If of if (I've seen both used in code).
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Endtransmission
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Join Date: May 2012
Location: Reading, UK
Posts: 79

Old July 7th, 2015, 01:44 PM
The most recent example was

Code:
<before name="calc trtFinal"/>
vs
Code:
<before name="Calc trtFinal"/>
Calc should be upper case to work on a Mac, but seems to work with either in windows

Working on: Official Achtung! Cthulhu datafiles
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AndrewD2
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Location: Muskegon, MI
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Old July 7th, 2015, 01:52 PM
that is weird ... it's a string and shouldn't matter either way. If it's causing errors on a mac you should report a bug.
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Paragon
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Join Date: Feb 2010
Posts: 832

Old July 7th, 2015, 06:54 PM
Quote:
Originally Posted by Endtransmission View Post
It should be, yes, but I've encountered this problem a few times when developing or testing something on my windows machine works and testing on the mac where it doesn't. In every case it has been case sensitivity.
Yeah. In specific, your problem with my file wasn't causing a problem when I loaded it myself, so I didn't even realize the case was wrong.
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SeeleyOne
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Join Date: Nov 2009
Posts: 891

Old May 11th, 2016, 09:51 PM
I have been fixing up a modded version of the Hellfrost data. It looks like that I got the Disciple of Tiw working, where it allows for the character to treat Combat edges as one rank lower. I figure that there are uses for this in other settings/edges.

The timing is so that it will work for an Edge (as that is what the Disciple of Tiw is).

Initialization/2101
Code:
var rank as number
var target as number
rank = herofield[acRank].value
target = 0

if (rank <= 3) then
   rank += 1
   foreach thing in Edge where "EdgeType.Combat"
      target = eachthing.tagvalue[MinRank.?]
      if (rank = target) then
         var ignoretag as string
         ignoretag = "IgnoreRank." & eachthing.idstring
         perform hero.assignstr[ignoretag]
      endif
   nexteach
endif
Validation/100
Code:
var rank as number
var target as number
rank = herofield[acRank].value
target = 0

if (rank <= 3) then
   rank += 1
   foreach thing in Edge where "EdgeType.Combat"
      target = eachthing.tagvalue[MinRank.?]
      if (rank = target) then
         perform assign[Helper.IgnoreRank]
      endif
   nexteach
endif

Evil wins because good rolls poorly .... or the players are not paying enough attention to the game.
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CapedCrusader
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Volunteer Data File Contributor
 
Join Date: Aug 2009
Posts: 1,111

Old July 24th, 2017, 08:38 PM
Changing the cash symbol, and moving it to after the number: (PreTraits/5000 seems fine)

Code:
      herofield[acCshSymbl].text = " gp"
      perform hero.assign[Hero.CashBackwd]

_
Currently Running: Savage Worlds (Fantasy), Savage Galaxy Rangers
Currently Playing: Pathfinder (Kingmaker - it's good to be the King), Savage Wearing the Cape, Savage Star Wars
Prepping for Gamestorm: Savage Worlds
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salcor
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Join Date: Sep 2009
Posts: 108

Old December 6th, 2017, 05:19 PM
Question,

I am looking for a common code example for raising an attribute by 1 or two levels.

I have looked through the listed examples and it didn't just out at me. Thanks.

Salcor
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zarlor
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Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,667

Old December 7th, 2017, 06:49 AM
That's because I think we mostly included stuff that wasn't readily available from other examples in the base data files already. Just take a look at the Race Elven (racElven), for example, which you'll find bootstraps the Racial Ability Agile (abAgile). Looking at the Racial Ability we see at Pre-Traits 5000 it does:

Code:
#traitcreation[attrAgi] += 1

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 Soon
Evernight (LWD has completed their review but I have some fixes to make first)
Unofficial Files (PM me to get a copy if you need it)
Necropolis (NOT Necropolis 2350. I have the version from when it was still a PEG, Inc. property but I have 2350 and I have been looking at updating to that version in the near future.)
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salcor
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Join Date: Sep 2009
Posts: 108

Old December 7th, 2017, 06:10 PM
Thanks,

I guess there really isn't anything different between raising the attributes before the player chooses them or after.

Salcor
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zarlor
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Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,667

Old December 8th, 2017, 06:04 AM
In what context are you trying to do this?

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 Soon
Evernight (LWD has completed their review but I have some fixes to make first)
Unofficial Files (PM me to get a copy if you need it)
Necropolis (NOT Necropolis 2350. I have the version from when it was still a PEG, Inc. property but I have 2350 and I have been looking at updating to that version in the near future.)
zarlor is online now   #30 Reply With Quote
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