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Paragon
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Old April 29th, 2014, 01:16 PM
Okay, first some context:

I'm preparing to run a game based on the current XCOM with SW. I plan to set up the "classes" as essentially Edge chains. I can set up the edges themselves easily enough I think (though if there's a way to do the "you get extra Toughness out of armor" edges that will actually show in the program that would be nice), but one thing I have no idea how to do.

The class powers in the game are tiered, but you can come at them from either of the lower powers. So either Tactical Sense or Aggression can be prerequisites for either Lightning Reflexes, but you only get to buy one of the two.

Short of listing the Edges as just a single Edge each, and you only get to have access to one of them (and I don't know any way for the program to even show which specific one you have) is there any way to set this up? Normally SW has nothing comparable.
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zarlor
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Old April 29th, 2014, 01:24 PM
In the case of just two lines to get to something, like in your example, I'd say make two Edges for it. So Lightning Reflexes (TS) and Lightning Reflexes (A), for example. That's what is done for the Half-Elf race, breaking it into two depending on which bonus you want to choose from it.

If you really need to break it out more you'd probably have to start setting up tags in conditional statements to start keeping track of it. That's not necessarily easy but if you really, really want to go down that road give me a concrete example (I don't have XCOM... not even sure what that is, really) and I can see if I can help figure it out.

Also, not sure what you mean by getting extra Toughness out of armor, but if I'm guessing right then I think you might be able to do that, too, but I think a concrete example and some time to think it over would be what I'd need for something like that, too.

Lenny Zimmermann
Metairie, LA, USA

Data files authored (please let me know if you see any issues with any of these if you have/use them):
Official (In the downloader)
50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome
Coming Eventually
Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me)
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Paragon
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Old April 29th, 2014, 01:45 PM
All right, let me give a sample of something that will answer both questions.

Someone going up the Assault chain of Edges will have the following choices and prerequisites at the Lieutenant, Captain and Major levels:

Lieutenant: They will have been able to choose either:

Flush: The character can fire a shot at an opponent that gains a +2 to hit, but only does half damage; the target, if hit, will need to roll a Guts roll or immediately make a move to the nearest spot out of cover, OR

Rapid Fire: The character can take two shots at a target instead of one, at a -2 to Shooting; unlike double-tap, this is resolved as though it were a two-round "autofire" attack, which means each shot does full damage and have separate to-hit dice (though only one Wild Die).

Either of these Edges will function as a prerequisite for the Edges at Captain:

Captain: They will have been able to choose either:

Close Combat Specialist: Allows the possessor to take a shot at any opponent approaching within 4" of them, whether or not they're readying a shot for moving opponents, OR

Bring 'Em On: Will add +1 Damage to the bonus D5 for a Raise per each opponent in sight up to +5.

Either of these Edges will function as the prerequisite for:

Major:

Extra Conditioning: The user gains bonus Toughness over what his armor normally provides (since this will be based on the three specific armor types available in this campaign, this will probably be +2, +4 and +6 respectively). It might be nice if I could simply generalize it off the armor they're wearing (+X percentage or some such) but I'm not sure how easy that would be to do, either.

Does that explain what I'm trying to do better?
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zarlor
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Old May 2nd, 2014, 09:45 AM
Sorry for the delay. I got caught up in some other stuff. At any rate if you only need to set a pre-requisite for an either/or Edge then just use the following (it's in the Common Code thread, BTW):

Code:
hero.tagis[Edge.edgTDNCO] + hero.tagis[Edge.edgTDOffic] <> 0
the edgTDNCO part for you might be something like edgXCRapFi, or whatever you're using for Rapid Fire, and use the the ID for Flush to replace the TDOffic one. The order doesn't matter. Same method for Extra Conditioning except that you don't need to include Flush or Rapid Fire in the list, just Close Combat Specialist and Bring 'Em On since those already have the others as their pre-requisites so no need to duplicate their lists.

For the other you're just modifying toughness so you could work from something like the Brawny edge to get an idea of what to do there:

Code:
perform #traitadjust[trTough,+,1,"Brawny"]
The problem is you want to determine the value of that +,1 based on a derived value. So for that you'd need to use a variable instead of a set amount, except that the derived amount will be based on what armor you're wearing. So your best bet isn't to put that code into the Edge at all, but rather put it into the armor itself so you set up an if/then expression that if the Edge exists you'd give the appropriate bonus for that particular armor.

Lenny Zimmermann
Metairie, LA, USA

Data files authored (please let me know if you see any issues with any of these if you have/use them):
Official (In the downloader)
50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome
Coming Eventually
Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me)
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Paragon
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Old May 8th, 2014, 07:58 PM
Thanks, Zarlor. When I get it a little farther along I'll probably have a few more questions.
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Paragon
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Old August 11th, 2014, 10:27 AM
Okay, I've managed to get all the new Class Edges input with a few false starts, and even figured out how to put them in a subcategory ("Class") by myself.

I've found myself wanting to do one more thing, however, and I'm not clear how to do it; since each of the core Edges is exclusive (if you take the one for Assaults, you're now an Assault and can't take the one for Sniper or Heavy), I'm not sure how to do an eval script to tell it to make an edge unavailable if you have one of the others (fortunately, I only have to do this four times here, since it will, by nature, make all the other edges up-chain unavailable. If I decide to have the program do this to exclude each of the paired Edges from each other, that will be much more painful). I looked through the "useful code" thread (in fact, I copied it for future reference) and didn't see anything that seemed to address it there.

Also, is there a discussion of how to use Hide and Preclude anywhere? I'm apparently doing something wrong with it (when trying to get rid of all the Arcane backgrounds and their dependent Edges) and I can't seem to find any discussion of using them, well, anywhere.
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zarlor
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Old August 11th, 2014, 10:52 AM
Preclude is used to make something completely unavailable when a specific Source setting is selected. So if you setting doesn't use the Ace edge, for example, you would put a preclude for edgAce and use your setting's source for when that preclude should apply. Same if you needed to replace the standard version of something, like you needed to modify how the standard Noble edge works, you would preclude it and then create your own. The only thing of note there is that you'd also want to hunt for an update and and all references to pointed to the UniqueID of the thing your are precluding and either remove them or use the UniqueID of the thing you replaced it with.

For Hidden see http://hlkitwiki.wolflair.com/index...._Element_(Data), but I'd note that you are not setting a source on Hidden so I THINK (I could be completely wrong here) it would apply to every source you've got. So I presume you would only use it if, say, you didn't want something like skGuts to show in ANY setting because your GM never uses it, no matter what.

As to the first question you'd just set a pick-req selecting the "Preclude Selection If Present" box, doing one for each of those other Edges, effectively saying that if any of those other Edges exist then picking this Edge is invalid. So you're just telling it to do the opposite of the default settings (which is to not allow this Edge unless this thing exists.) No code needed which is why it's not in the Common Code thread.

Lenny Zimmermann
Metairie, LA, USA

Data files authored (please let me know if you see any issues with any of these if you have/use them):
Official (In the downloader)
50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome
Coming Eventually
Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me)
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Paragon
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Old August 11th, 2014, 12:50 PM
Yeah, I spotted that damned box while doing some extra work after I posted that. Don't I feel dumb. :P

I'll go check the Preclude/Hidden thing when I get a moment (what seemed to be happening was that once I precluded a prerequisite, it gave me an error for anything dependent on it, whether I also precluded that or not).

Also, in regard to the Extra Conditioning edge I have, and its effect on Armor, I tried to do the following and its telling me that I have a syntax error. Can you tell me what I'm doing wrong here?

if (hero.tagis [Edge.edgExtCon] <> 0) then
perform #traitadjust[trTough,+,2,"Extra Conditioning"]
endif

I freely admit the above is a case of kitbashing together two different pieces of code with an extremely limited understanding of XML programming (the last time I did any extensive programming was, well, 20 years ago and it was GW Basic...)
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zarlor
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Old August 11th, 2014, 12:57 PM
If that is a direct cut-and-paste then you have a space in the first line between hero.tagis and the bracket for [Edge. There shouldn't be a space in there.

Lenny Zimmermann
Metairie, LA, USA

Data files authored (please let me know if you see any issues with any of these if you have/use them):
Official (In the downloader)
50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome
Coming Eventually
Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me)
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zarlor
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Join Date: Nov 2010
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Old August 11th, 2014, 01:00 PM
Oh, one thing to keep in mind when precluding something is that none of that really takes effect until you compile and then reload the data file or use the "test" button (although the latter only reloads that specific thing, not the whole file). So, yeah, you will need to find where what you are precluding is referenced and then either fix or preclude that thing while checking again for any other things the new thing you precluded might also be referenced by. The be sure to save, compile and reload the data file (that last step, or the last two if you want, is done in Hero Lab rather than the Editor) to check it for any errors that way.

Lenny Zimmermann
Metairie, LA, USA

Data files authored (please let me know if you see any issues with any of these if you have/use them):
Official (In the downloader)
50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome
Coming Eventually
Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me)
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