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A few Editor questions

zarlor

Well-known member
Some of these were asked in the Savage Worlds forum, but I'm wondering if this might be a better venue.

One thing I need to be able to do is to hide a derived traits unless a certain Edge is taken. For example, I have a Derived Trait of Dominion which I only want to show if the Harrowed Edge is taken. I doesn't have to be a Derived Trait, though. If someone has a better way to handle a counter Trait that can be conditionally hidden dependent on an Edge that would be helpful too.


Also jbearwillis had asked (this is cut together so any editing errors are mine:

Is there a way to have a drop down box that will allow you to make a choice between two or more different skills like you can in pathfinder or is this beyond the Savage Worlds core mechanics.

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what I meant was in the feats and traits section, and I looked in the edge section and I can do the same thing in that area, at least in the way it looks, I think I can, not for sure. What I can do is make an edge and have the edge give a choice of the 2 different skills to chose from. I just have to figure it out. Something like the scholar edge, but having the skills drop down and you pick from those skills. and bootstrap it to a faction. Now to try to figure how to do it. I am starting over, learning this game mechanics from pathfinder in how the editor works. It sometime is a pain. LOL

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I got the drop down box to show the 2 skills and can pick them but for the life of me I can't seem to figure out how to get them to show up in the skills section after the selection of the skill - The script eludes me.

Finally I'm wondering what tools folks might be using for handling or creating custom output, specifically what might be some decent design tools to use for working with the statblock.xsl file using the appropriate .dtd that might allow me to graphically lay out a character sheet (or working with straight XML output but being able to graphically work with the layout rather than having to code it... I'm just not that good of a coder.)

Thanks for any assistance!
 
The authoring kit forum is about how to create new game systems from scratch. If you have questions about an existing game system, please keep those in the appropriate forum.
 
I would argue these are not game specific questions... they are about trying to do things for this game sytem, but they are farily generic questions that apply to any game system! Add in the fact that we ALREADY asked these questions on this very forum and have gotten no answers and you just might, maybe, begin to understand the extreme frustration we're having here, Mathias.

Give some damned clue about who to ask for any of this stuff since nobody on this forum, and no developer, has ever bothered to help us out here. This is getting infuriating!
 
I agree with Zarlor - we have been asking questions for a week with no response from anyone - Share the love - Pathfinder gets answered by you and the forum this was taken from gets answers., But no love is shown to this forum. It use to but it doesn't seem to have anyone to answer questions now.
 
Hi! First off, sorry that your questions have gone unanswered. It's certainly our goal to do better than we have been in terms of responding.

I take full responsibility for this, and you have my sincere apologies. Since we don't have a full-time person working on Savage Worlds like we do the other systems, I should have been monitoring more closely to get you both the answers you're seeking. Additionally, our Savage Worlds implementation is a little bit different than some of the other game systems, so I need to tap into different folks than usually answer the questions in the other forums.

I'll see what I can do to get you some information in the very near future. Again, apologies for the delay.
 
Thanks John my faith is restored, I'm not sure, what is really capable in the savage worlds editor and that's why I personally have so many questions and I'm not sure how the scripts need to be written, because most of my knowledge comes from pathfinder and they are very much different . LOL. Thanks for the update and I am looking forward to your answers.
 
This board isn't usually this active, at least as far as the technical-level questions you're asking. I'll try to assist you all I can. (Plus, I caught a nasty bug from someone at the office and have been down all week.)

I must say, you certainly dived right in. The questions you're asking are fairly specific, and I'll try to work through any answers I don't know right off-hand. I've been handling Savage Worlds for a while now, but John is the guru. I barely consider myself a jourrneyman.
 
CapedCrusader I hope you are feeling better, and on the other note - I have had the Savage world Herolab game for a very long time, it's just my group plays our games in long stretches and we had finely come around to savage worlds. So I decided to dive in and work on my own space game - but found out this game editor is very much different then pathfinder in how scripts are written and it became a whole new bell curve to learn. That's were I need help is examples of scripts and such and how to write them for savage worlds. so needless to say I will be a pain asking a lot of questions.
 
Not a pain at all. It's very cool when a new programmer starts to get into Hero Lab. It's a custom language, so it takes a little getting used to. But I've been a professional computer programmer for over 28 years, and this program has a level of flexibility like nothing I've ever seen before. The fact that it can handle so many different game systems is astounding in and of itself, but the level of customization possible in each system is nothing less than amazing.
Now, full disclosure here, I'm the one that wrote the last three major updates to Savage Worlds, so I have an interest in making it sound cooler than cool. But we can usually find a way to make it do what we want it to.
 
Unfortunately, Space is one area where there isn't a lot of material out there. There are some Settings (Slipstream, for example) but they are all fairly specific. There isn't a Sci-Fi Companion (yet?) so there isn't a lot of "generic" source info out there. Most of it is older material.
 
There was the Sci-Fi Gear and Bestiary Toolkits that Paul "Wiggy" Wade-Williams did a while back, but I don't even see those off-hand on the PEG, Inc. PDF site right now. I wonder if it was discontinued or something. Applied Vectors (http://appliedvectors.livejournal.com/) is a licensee with the Sci-Fi Twilight Futures setting, Phipps Gaming Studio (http://phippsgamingstudios.com/) has Blackhole, and arguably PEG's own version of Space 1889 has some stuff that would be pretty useable in a space game, if that helps any.
 
There was the Sci-Fi Gear and Bestiary Toolkits that Paul "Wiggy" Wade-Williams did a while back, but I don't even see those off-hand on the PEG, Inc. PDF site right now. I wonder if it was discontinued or something.

I was wondering the same. Studio 2 is still selling them here: http://www.studio2publishing.com/shop/index.php?cPath=25_74_112

I have been hesitant to buy them in hopes that a full Science Fiction companion was in the works.
 
Well, the Fantasy Companion is actually a good bit sparser than the Fantasy Toolkits, so if they did release a Sci-Fi Companion it may also be mainly just a consolidation (with possibly some changes to fit better with SWD) as well. So the Toolkits are probably worth going for if that's your consideration.
 
Yes I'm using bits and pieces from the Savage Worlds Science Fiction Toolkits. It's starting out generic, but the name of it is "NightFall". You see I want to use the powered armor rule in the world building tool kit. It has some really cool options for add-ons to the armor and I wasn't sure if I could do it. I don't know if you can do this in herolab or not. There is 3 different powered armors and then you can buy a limited # of upgrades. this is what I want to do.
 

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I have been buying savage world stuff (I have like 1.83 GBs worth of it lol) for a very long time and finely got my group interested in it. So I have plenty to pull from. I just have to figure how to implement it into herolab.
 
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