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Join Date: Aug 2013
Posts: 123
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Another thing I would like to see is a change to:
Code:
<procedure id="Money" scripttype="none"><![CDATA[ ~declare variables that are used to communicate with our caller var moneyvalue as number var money as string ~invoke the MoneyBare procedure to format the value call MoneyBare ~prepend a "$" on the value money = "$" & money ]]></procedure> if currency image, use that if currency sign supplied by setting, use that else, use "$" as the fallback. |
#161 |
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"Did you happen to have any luck with the whole player choose their free skill at d6 type thing?"
This is one I don't really understand. Why not just give them the extra build points and let them choose an extra Skill? And, no, as far as I know this is NOT semi-common. A specific Skill or list of a couple of Skills, yes, but not *any* Skill at d6. What's the point? What Setting/Race does that? And like I said, just use a free Edge with a menu to identify which Skill they chose. There's only so much we can do for edge cases. _ Currently In Development: Savage Pathfinder, SWADE Fantasy Companion Future Development: SWADE Super Powers Companion, SWADE Sci-Fi 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 |
#162 |
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I'll see what I can do about the currency symbol next time.
_ Currently In Development: Savage Pathfinder, SWADE Fantasy Companion Future Development: SWADE Super Powers Companion, SWADE Sci-Fi 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 |
#163 |
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Join Date: Feb 2010
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Quote:
I did end up just giving the skill points, but as I noted there's one degenerate condition where it doesn't work right: if someone decides to build a character at the start with all D4 skills to get the most bang for the buck out of the difference between the yield of advances and initial skill points in buying new skills. I can't imagine someone doing that is common, but its there. |
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#164 |
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It would be relatively easy to set up a validation to check and ensure they have at least one Skill at d6...
_ Currently In Development: Savage Pathfinder, SWADE Fantasy Companion Future Development: SWADE Super Powers Companion, SWADE Sci-Fi 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 |
#165 |
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Thanks CC. I duplicated the system to get the stripped down version, but unfortunately, it was not quite stripped down enough to be minus the money formatting thing, so I assume I would have no way to override something built into the compiled .hlz file such as the procedures(right???). I am a bit more dubious if an image could be utilized(would likely have to be best practice to make it a specific size such as 50x50 or whatever.), but if that could be made to work, so much the better!(I am not holding my breath for this last part, but will be pleasantly surprised if you manage it). I could probably even knock up a simple sample png or bmp of a gold coin if you want to even take a stab at that part of the feature request.
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#166 |
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Join Date: Aug 2013
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Quote:
Did I just imagine reading that on the forums or am I just having issues finding it? If the latter, is that in the current release from a few days ago or in an upcoming release? If current, how exactly do I edit this(I checked the settings tab), would I need to do this via a script to edit a variable or updating a field on the editor somewhere? <--- confused |
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#167 |
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Well, the hero field is called acCshSymbl.
The tag is Hero.CashBackwd. I don't have the test scripts that I wrote to test it handy, but simply assign a new text value to herofield[acCshSymbl].text and you're good to go. If you want to move the symbol to after the number, add the tag. The timing isn't really an issue, PreTraits/5000 seems to work fine. If you were playing a fantasy game where it was all based in gold pieces, you might do it like so: Code:
herofield[acCshSymbl].text = " gp" perform hero.assign[Hero.CashBackwd] _ Currently In Development: Savage Pathfinder, SWADE Fantasy Companion Future Development: SWADE Super Powers Companion, SWADE Sci-Fi 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 |
#168 |
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Join Date: Aug 2013
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Quote:
Ok.. thanks.. I was concerned that I dreamed up that whole thing. I assume this is in the current release? Would I put this on a setting eval script? EDIT: yep, was just able to test it and this worked a treat. Thanks! Last edited by jfrazierjr; July 25th, 2017 at 04:58 AM. |
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#169 |
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Join Date: Aug 2013
Posts: 123
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Quote:
Specifically, I am trying to implement(Page 4 from the Fantasy Companion, bottom of "+2 Abilities"): Quote:
My issue with adding this into a racial ability is quite simply the limitation on how those things get formatted, one of which is the VERY short description(Summary Text) with no wrapping and the pdf output sheet. |
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#170 |
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