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Add a tracked resource to all characters

angrest

Member
I would like to add a tracked resource based on an ability score to all characters - so I create a new Tracker; but what do I need to do to make it appear in the list of tracked resources (I checked "Show in Tracked Resources List")?
 
You need to bootstrap it to something that appears on all characters. I would create a Mechanic, and then have that bootstrap this Tracker you've already made.
 
The user is the person who should have control over the current value. If the program tries to modify that, it can overwrite what the user sets, leaving the user unable to control it.
 
The user is the person who should have control over the current value. If the program tries to modify that, it can overwrite what the user sets, leaving the user unable to control it.

You're right; but this one counts down from a starting value and I would like to initialize it to the max in the beginning. I then plan to use another tracker to mark that the init is done.
 
You're right; but this one counts down from a starting value and I would like to initialize it to the max in the beginning. I then plan to use another tracker to mark that the init is done.

Please clarify and expand on this. Once I understand what you're trying to accomplish, I may be able to figure out a solution.
 
Please clarify and expand on this. Once I understand what you're trying to accomplish, I may be able to figure out a solution.

So, the idea is:
  • On character creation, the current value of the tracker is the maximum value of the tracker
  • On certain in-play situations, the character will suffer a decrease of the current value; there are as well special occasions which will restore some of the lost points - so the player adds / removes points to / from the current value
  • the maximum value might as well change (it is based on WIS), but that does not change the current value (only if the current value is greater than the new max value; I hope this is handled by HL automatically).
angrest
 
That isn't something that Hero Lab can track - it can't look for "did this change" in this sort of circumstance. So in this case, if WIS changes, the user will need to manaully adjust the tracker so that their current value stays the same even though the maximum changed automatically.
 
That isn't something that Hero Lab can track - it can't look for "did this change" in this sort of circumstance. So in this case, if WIS changes, the user will need to manaully adjust the tracker so that their current value stays the same even though the maximum changed automatically.

Well, but that's not the main issue. The main issue is: how can I set the current value to the maximum value of the tracker. I'll find a way to do it only once at the initialization; but how is the TagId which holds the current value of the tracker?
 
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Can you use this tracker as "points used" instead of "points remaining", so that 0 means "we're at our full value"?
 
Well actually, I could - by there is a percentage dice roll against the remaining points. That would be very uncomfortable for the players. Let's assume, I have 11 WIS and thus a maxvalue of 55. Now, I've lost 8 points in total and have a current value of 47. If I make a dice roll, it's just checking if the roll is below 47. When I count up, the player has a count of 8 "used" and then to calculate how many points are left before he can make the roll...

Or am I using the wrong mechanism here? Should I use something different?
 
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It's easy enough to calculate that percentage and add it to the name of the tracker, for the user to see:

phase & priority: after Final/1000
Code:
field[livename].text = field[thingname].text & " (" & field[trkLeft].value & "%)"
 
Thanks - that works... :)
One last thing: can I suppress the printing of the squares on the character sheet for this tracker? The text in trackers name would be enough...
 
This should hide it during output (printing and statblocks):

Code:
if (state.isoutput <> 0) then
  perform assign[Hide.Tracker]
  endif
 
This should hide it during output (printing and statblocks):

Code:
if (state.isoutput <> 0) then
  perform assign[Hide.Tracker]
  endif
Doesn't that hide the whole tracker? He wants to hide just the little check boxes that print on the character sheet but still have the tracker name show up.
 
It'll hide it from the trackers list, which is where the boxes are printed, but still leave it on the special abilities list, which doesn't print the boxes.
 
Is this a pure tracker, or is it more of an ability that needs a tracker? You may need to recreate it on the Ability tab.
 
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