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Join Date: Aug 2009
Posts: 1,514
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On the d6 Skill of Choice bit...
You can also go the other direction with it with Edges. Give the players the extra points they need to pick up a Skill at d6. Then, the Edge that needs to know what Skill it was can have a menu added to it to display the Skills the character has, and the appropriate Skill can be chosen. It's then accessible to the background code. The Edge will display a menu that the user can choose the Skill from, and you could conceivably use the Edge just to store that choice. _ 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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Join Date: Mar 2013
Location: LV, NV
Posts: 65
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Striking the ground with a charred staff, I shake my skull rattle and commit....THREAD NECROMANCY!
So as amusing as the tangents were to read, I have come seeking some guidance/education regarding the creation of a 1st file. I went digging in the examples of other 1st files to get some examples to compare against but there are a number of commands I'm running across that I want to either make sure I've deduced their use/meaning correctly, or get some clarification on. I apologize for the lengthy post, but since this was strongly suggested as a starting point, I need to get this project going asap. using Deadlands Noir as a example, in the 1st file I see the following Quote:
Am I correct in thinking that this is done by setting selectable = "no"? I assume that by making "SepDLNoir the parent file in the subsequent sources is why they show up as separate possible choices under Deadlands Noir: Campaign Setting header? Also, am I correct in thinking in there is no need for a selectable = "yes" in order to create a selection box? Attachment 6659 My questions are for the next set of red-bolded text below: Quote:
In my 1st file, lets say I want to import material from the several companions, i.e. say Supers 2E, Fantasy and Horror for my Scion setting. Each of these has their own entry in the hero configuration menu one can check on their own under the section of "Companion Books". My question is, based on looking at the DLNoir 1st, if I wanted those 3 companions to appear as possible choices under my custom setting entry, would the following example be the correct way to go about it? Quote:
And finally, regarding the Setting Adjust tab, if i check all those choices for my Scion game, do I have to check the same boxes as sources every time I create a new customized addition to the .user file? I.E. Create a new Arcane Edge, better check ALL those boxes. Create 10 new Edges, better check ALL those boxes on all 10 edges, etc. Thanks in advance to anyone who brings me some clarity on this ![]() C5.JPG |
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Senior Member
Volunteer Data File Contributor
Join Date: Aug 2009
Posts: 1,514
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Yes, each thing in Hero Lab has to have a unique ID.
Yes, selectable=yes is the default you only need to tell it when it's no. They can both be zero because there's a parent-child relationship between the two. sepDLNoir is the parent of DLNoir. As far as the 1st files, they are not required. Some Settings don't use them. They are usually used for those Settings that have multiple choices beyond just turning the Setting itself on. _ 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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Member
Join Date: Mar 2013
Location: LV, NV
Posts: 65
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Quote:
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