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Kairos
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Join Date: Feb 2009
Posts: 173

Old May 24th, 2013, 06:15 AM
And so it begins. Scoping it initially to just GURPS Lite because GURPS is so modular, I figure more content could be built on this simple, workable base.

gurpslite1.JPG
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jbearwillis
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Location: Independence, Mo
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Old May 24th, 2013, 10:40 AM
Nice start - keep up the great work.
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Sketchpad
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Old May 24th, 2013, 05:10 PM
Awesome!

DT Butchino | Writer, Illustrator, Designer
DeviantArt|Facebook|Twitter
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GunbunnyFuFu
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Old May 25th, 2013, 07:30 AM
Excellent!!!!!
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EightBitz
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Old May 29th, 2013, 07:49 AM
I'm trying to do this as well, but I'm having a problem. I can't seem to get the value for Basic Speed into Basic Move.


Below is what I have for Basic Speed in thing_traits.dat, and it works fine.
Quote:
<thing
id="trBL"
name="Basic Lift"
compset="Trait"
isunique="yes"
description="Description goes here">
<fieldval field="trtAbbrev" value="BL"/>
<tag group="explicit" tag="5"/>
<tag group="User" tag="Power"/>

<!-- Calculate the Health trait as appropriate -->
<eval value="1" phase="Traits" priority="4000">
<before name="Derived trtFinal"/>
<after name="Calc trtFinal"/><![CDATA[
field[trtBonus].value = hero.child[attrST].field[trtFinal].value * hero.child[attrST].field[trtFinal].value / 5
]]></eval>
</thing>

<thing
id="trBS"
name="Basic Speed"
compset="Trait"
isunique="yes"
description="Description goes here">
<fieldval field="trtAbbrev" value="BS"/>
<tag group="explicit" tag="6"/>
<tag group="User" tag="Power"/>

<!-- Calculate the Health trait as appropriate -->
<eval value="1" phase="Traits" priority="4000">
<before name="Derived trtFinal"/>
<after name="Calc trtFinal"/><![CDATA[
field[trtBonus].value = (hero.child[attrHT].field[trtFinal].value + hero.child[attrDX].field[trtFinal].value) / 4
]]></eval>
</thing>
Immediately following that, I have this for Basic Move. And however I try to modify it, I either get a value of zero or a syntax error. I know I was supposed to set the value at the end to modbm, but this was a troubleshooting step to see if that initial value from trBS is even coming through. and it's not.

Quote:
<thing
id="trBM"
name="Basic Move"
compset="Trait"
isunique="yes"
description="Description goes here">
<fieldval field="trtAbbrev" value="BM"/>
<tag group="explicit" tag="7"/>
<tag group="User" tag="Power"/>

<!-- Calculate the Health trait as appropriate -->
<eval value="1" phase="Traits" priority="4000">
<before name="Derived trtFinal"/>
<after name="Calc trtFinal"/><![CDATA[
var unmodbm as number
var modbm as number
~ unmodbm = hero.child[trBS].field[trtFinal].value
unmodbm = 5
modbm = round(unmodbm,0,-1)
field[trtBonus].value = hero.child[trBS].field[trtFinal].value
]]></eval>
</thing>
I have RTFM, but I can't figure out what I'm doing wrong. Can anyone help?
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Kairos
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Posts: 173

Old May 29th, 2013, 06:23 PM
Work continues apace, although I have to admit slipping a bit from the GURPS Lite only scope when I got to the devilishness of skills. I decided to refer to the GURPS 4th Characters book for this so I could be sure to build in the capacity to default to other skills, which GURPS Lite doesn't really do.

On a side note, I'm also thinking about doing some posts on how I'm doing what I'm doing here in the interest of helping others get started on ruleset building. Once I get the skills done, I'll start posting those.

In the meantime, screenshot of skills in progress. Got most bits working. Just need to think about buying skill levels based on defaults.

gurpslite2.JPG
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Kairos
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Join Date: Feb 2009
Posts: 173

Old May 30th, 2013, 04:36 AM
Quote:
Originally Posted by EightBitz View Post
I'm trying to do this as well, but I'm having a problem. I can't seem to get the value for Basic Speed into Basic Move.

...

I have RTFM, but I can't figure out what I'm doing wrong. Can anyone help?
Have a look at the priority on your eval scripts in Basic Move and Basic Speed. In short, both traits are evaluating more or less at the same time (priority="4000"), so you can't base one on the other. Since BM is based on BS, BM has to come later in the eval cycle.

The other wrinkle is that BS needs to be displayed as a floating point value, and Trait scores default to integer values. So, you either have to make a component to handle secondary characteristics, or change the Trait component fields to type float (then round() in your code when necessary).

Hope that helps. Once you get a handle on how phase and priority works in the AK, you can begin to see some of the real power of the tool.

Last edited by Kairos; May 30th, 2013 at 04:36 AM. Reason: clarity
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Kairos
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Posts: 173

Old June 19th, 2013, 06:36 PM
Pace has slowed on this somewhat mainly to a contraction in my free time in the evenings. Skills are largely done, now working on Advantages and Disadvantages.

If I find myself unable to pick up the pace on this, I'll go ahead and post the data files I have in case someone wants to try their hand at it.

gurps_skills.png

gurps_advant.png
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Kesendeja
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Join Date: Aug 2009
Posts: 86

Old August 18th, 2013, 11:19 PM
I'd like to help. I'm not so good at coding, but I can enter data.
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Kairos
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Old January 9th, 2014, 11:15 AM
If anyone is interested, I've got this code up on a repository on Bitbucket. Click the Branches tab, then download the "master" branch.

That's all the work I've done to date. I started this around May, but had a bit of a hiatus on it as work picked up, and just turned my attention back to it recently. As it stands basic attributes, skills, advantages, disadvantages, and quirks are in, but the ruleset is still VERY rough, and not ready for use, but is here in case anyone wants to have a go at some coding.

Feel free to clone it (I use the SourceTree client) and have at it.

EDIT: If it's not cool to put your AK code up on BitBucket like this, LWD, let me know. :/

Last edited by Kairos; January 11th, 2014 at 02:03 PM.
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