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Kairos
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Posts: 173

Old April 3rd, 2014, 06:51 PM
Quote:
Originally Posted by GunbunnyFuFu View Post
I would also assume that if we wished to add the full blown GURPS skill list, we could do so with the editor?
You *should* be able to mostly. The scope of this is really just the GURPS Lite document, so there are bound to be structures in the real GURPS books that this won't handle so well, but I did factor in alternate defaults (i.e., to other skills, not just to attributes). Again, I'll be looking more closely at this shortly.

Authoring Kit Rule Sets (now with functioning links!):

Qin: The Warring States

Doctor Who: Adventures in Time and Space

MEGS/BoH/DC Heroes (work in progress)
Kairos is offline   #21 Reply With Quote
Kairos
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Old April 3rd, 2014, 07:00 PM
Quote:
Originally Posted by GunbunnyFuFu View Post
Also, looking at Area Knowledge, you *may* want to include a fill-in space so that a player can fill in where "Home Base" is.
Good idea. Done. Thanks for the feedback.

Authoring Kit Rule Sets (now with functioning links!):

Qin: The Warring States

Doctor Who: Adventures in Time and Space

MEGS/BoH/DC Heroes (work in progress)
Kairos is offline   #22 Reply With Quote
GunbunnyFuFu
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Old April 3rd, 2014, 08:22 PM
I'll continue to play with it. While I'm running a GURPS game, it's not a lite game, though I'll likely make my NPCs with the Lite rules (and your HL kit) just so that I can work through and help find problems, etc. I'll also use the editor to add some weapons and stuff (you can never have enough weapons in the Zombie Apocalypse!)

Thanks for this, Kairos!
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Kairos
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Old April 4th, 2014, 04:40 AM
Quote:
Originally Posted by GunbunnyFuFu View Post
I'll continue to play with it. While I'm running a GURPS game, it's not a lite game, though I'll likely make my NPCs with the Lite rules (and your HL kit) just so that I can work through and help find problems, etc. I'll also use the editor to add some weapons and stuff (you can never have enough weapons in the Zombie Apocalypse!)

Thanks for this, Kairos!
Thanks for using it! And by all means, try as hard as you can to break it.

Authoring Kit Rule Sets (now with functioning links!):

Qin: The Warring States

Doctor Who: Adventures in Time and Space

MEGS/BoH/DC Heroes (work in progress)
Kairos is offline   #24 Reply With Quote
Bubba_OH
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Join Date: May 2014
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Old May 4th, 2014, 06:55 PM
I play in GunbunnyFuFu's game and am up for coding. I use XML a little at work, so I understand how it works (I'm a programmer/analyst). I have hacked a little bit with the data files and have been successful making a few additions (not very hard).

I am a little confused about the thing_skills.dat file. Under Gun Skills, you have L.A.W. Pistol, Rifle, Shotgun & S.M.G. Down around line 3430, you have LAW and SMG (no periods). Is this a bug, or do I not understand this well enough yet (quite likely).
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Kairos
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Old May 8th, 2014, 05:05 PM
Quote:
Originally Posted by Bubba_OH View Post
I play in GunbunnyFuFu's game and am up for coding. I use XML a little at work, so I understand how it works (I'm a programmer/analyst). I have hacked a little bit with the data files and have been successful making a few additions (not very hard).

I am a little confused about the thing_skills.dat file. Under Gun Skills, you have L.A.W. Pistol, Rifle, Shotgun & S.M.G. Down around line 3430, you have LAW and SMG (no periods). Is this a bug, or do I not understand this well enough yet (quite likely).
Hi, Bubba:

Sorry. New job is keeping me hopping.

I think what you're referring to is this:

Code:
<arrayval field="usrArray" index="4" value="S.M.G."/>
and further down, this:

Code:
		  
elseif (compare(field[usrSelect].text, field[usrArray].arraytext[4]) = 0) then
     perform assign[Spec.SMG]
To put it simply, the first item is structure: it defines an array field and a set of values that provide content for a menu in a skills tab template.

The second item is script. Hero Lab uses a series of evaluation cycles to process the data files, and that second item is a part of a eval script which gets interpreted at a given phase of that cycle. This particular bit of code is simply applying a tag to the thing/pick based on the value the user selects in that array menu (the one defined in the first item).

Tag definitions can't have periods, hence the SMG.

Authoring Kit Rule Sets (now with functioning links!):

Qin: The Warring States

Doctor Who: Adventures in Time and Space

MEGS/BoH/DC Heroes (work in progress)
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Bubba_OH
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Join Date: May 2014
Posts: 4

Old May 8th, 2014, 07:27 PM
Thanks for confirming that this is NOT a typo/bug. I have been playing with this for less than a week so be kind.

I am working on adding "Recoil" and then "Bulk" to weapons. Slow but steady.
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dartnet
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Old May 31st, 2014, 11:35 AM
Hi all. Any idea when Spells are going to be added?

I am in a GURPish mood.
dartnet is offline   #28 Reply With Quote
Kairos
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Old May 31st, 2014, 03:53 PM
Hey, dartnet:

I took a new job about a month ago, and I've been on the road for a good bit of it. I haven't had much chance to direct my attention back to this ruleset yet. The big change that needs to be done to it so far is to alter the way skill defaults are handled.

It's not forgotten!

Authoring Kit Rule Sets (now with functioning links!):

Qin: The Warring States

Doctor Who: Adventures in Time and Space

MEGS/BoH/DC Heroes (work in progress)
Kairos is offline   #29 Reply With Quote
Micco
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Join Date: Aug 2009
Posts: 55

Old June 10th, 2014, 10:33 AM
Woot! Thanks Kairos for doing this. I'll definitely test it out. I just want to make sure you all know that this effort is very much appreciated!
Micco is offline   #30 Reply With Quote
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