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Mathias
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Old April 12th, 2013, 06:42 PM
Oh right - this is the statblock, so there's no need to look at the bootstraps as things - they're picks by now, so find them as picks.

foreach pick in eachpick.gizmo where "component.Ability"
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TCArknight
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Old April 12th, 2013, 07:53 PM
That did it, thanks.

How would I go about creating an option in the Configure Hero to use to toggle display of the gizmos?
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Kairos
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Old April 13th, 2013, 03:55 AM
Quote:
Originally Posted by TCArknight View Post
That did it, thanks.

How would I go about creating an option in the Configure Hero to use to toggle display of the gizmos?
I've gotten to that point in my project too. I set up source elements in control.1st. I made a "sourcebooks" parent with the "selectable" element set to "no":

Code:
  <source
    id="Sourcebks"
    name="Sourcebooks"
    selectable="no"
    description="Collection of rules from Qin supplements that can be turned on and off">
    </source>
Then I added a source element for each sourcebook for the game, such as:

Code:
  <source
    id="qinLegends"
    name="Qin Legends"
    abbrev="Legends"
    parent="Sourcebks"
    default="no"
    reportable="no"
    sortorder="1"
    description="Controls whether material from Qin Legends is available">
    </source>
Finally, I'm creating a new thing_xxxxx.dat file for the source, adding a "usesource" element to the things in it:

Code:
<usesource source="qinLegends"/>
I think you can get more granular than that by making the individual sourcebooks not selectable, then adding sources to represent individual rules options.

Hope that helps.

Last edited by Kairos; April 13th, 2013 at 05:04 AM.
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Duggan
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Old September 7th, 2017, 05:13 AM
TCArknight, I've been trying to crib your work on skill specialties as per this post, but I'm hitting a brick wall. I don't suppose you have any hardwon wisdom you could share?
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