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Deathwatch

What makes me think it's a foreach is that it's reporting exactly the same error, in exactly the same location, on a dozen different things. In order to get that, you have to have something that's being repetetive - that's performing the same operation on many different things.
 
What makes me think it's a foreach is that it's reporting exactly the same error, in exactly the same location, on a dozen different things. In order to get that, you have to have something that's being repetetive - that's performing the same operation on many different things.

Ok that makes sense. I'll go to Proceedure sbtraits and see what I can do to fix it.
 
Mathias,

Is it possible to use an image portal on a character sheet to place an image and then overlap that image with other portals? I am asking because I was considering having the armour points output to boxes on the armour similar to what is on the actual sheet.
 
Mathias,

Is it possible to use an image portal on a character sheet to place an image and then overlap that image with other portals? I am asking because I was considering having the armour points output to boxes on the armour similar to what is on the actual sheet.

Hero Lab's image processing capabilities are rudimentary, so I doubt it. But this is the sort of question you can just test for yourself, rather than having to ask about it.
 
Mathias,

I came across a bit of a perplexing conundrum while building the Marks of Chaos. Each Mark of chaos is specifically taylored to one of the gods of the ruinous powers, each one bootstraps some talents or traits to the character.

On the Mark of Khorne, it says that the mark gives the Swift Attack talent, but if the character already possesses that talent, they instead gain the Lightning Attack talent. How can I get this working via the bootstrap mechanics?
 
Mathias,

I came across a bit of a perplexing conundrum while building the Marks of Chaos. Each Mark of chaos is specifically taylored to one of the gods of the ruinous powers, each one bootstraps some talents or traits to the character.

On the Mark of Khorne, it says that the mark gives the Swift Attack talent, but if the character already possesses that talent, they instead gain the Lightning Attack talent. How can I get this working via the bootstrap mechanics?

The easiest way would be two have two copies of it - one with a bootstrap of swift attack, the other with a bootstrap of lightning attack.

If you want to handle it without making the user choose which version to add, I'll need to know whether each of these talents has uniqueness="unique" or uniquness="useronce".
 
The easiest way would be two have two copies of it - one with a bootstrap of swift attack, the other with a bootstrap of lightning attack.

If you want to handle it without making the user choose which version to add, I'll need to know whether each of these talents has uniqueness="unique" or uniquness="useronce".

They are currently set to Unique for uniqueness.

Code:
<thing
  id="taLightAtk"
  name="Lightning Attack"
  compset="Talent"
  isunique="yes"
  description="{b}Prerequisites:{/b} Swift Attack{br}{br}The character's speed with weapons is legendary, allowing him to launch flurries of attacks in melee.  As a Full Action, the character may make three melee attacks on his turn.  The effects of this Talent replace those of Swift Attack rather than adding to them.  The use of Lightning Attack may not be combined with Dual Strike.  If the character has the Two-Weapon Wielder Talent and is wielding two melee weapons, the character gains the advantage of Lightning Attack with only one of the weapons, and a single attack with the other.  If the character has the Two-Weapon Wielder Talent and is wielding a melee weapon in one hand and a gun in the other, they gain the advantage of Lightning Attack witht he melee weapon and a single attack with the gun.">
  <fieldval field="TalMinRank" value="1"/>
  <exprreq message="Swift Attack talent required."><![CDATA[
    hero.tagis[Talent.taSwiftAtk] <> 0
    ]]></exprreq>
  </thing>

<thing
  id="taSwiftAtk"
  name="Swift Attack"
  compset="Talent"
  isunique="yes"
  description="{b}Prerequisites:{/b} Weapon Skill 35{br}{br}The character's speed and martial ability allows him to land flurries of blows.  As a Full Action, the character may make two melee attacks.  If the character has the Two-Weapon Wielder Talent and is wielding two melee weapons, the character gains the advantage of Swift Attack with only one of the weapons, and a single attack with the other.  If the character had the Two-Weapon Wielder Talent and is wielding a melee weapon in one hand and a gun in the other, the character gets the advantage of Swift Attack with the melee weapon and a single attack with the gun.">
  <fieldval field="TalMinRank" value="1"/>
  <exprreq message="Weapon Skill 35 or higher required."><![CDATA[
    #trait[attrWepSk] >= 35
    ]]></exprreq>
  </thing>
 
If you want to handle it without making the user choose which version to add, I'll need to know whether each of these talents has uniqueness="unique" or uniquness="useronce".

This is what I had in mind when I asked the question... so hopefully you can elaborate on this a bit for me? please? I'd really appreciate it.
 
I haven't had time to sit down and write out the solution. In Pathfinder, we use the two copies, each bootstrapping a different thing solution to this sort of problem, since this is such a hassle to do right.
 
I haven't had time to sit down and write out the solution. In Pathfinder, we use the two copies, each bootstrapping a different thing solution to this sort of problem, since this is such a hassle to do right.

So you're saying I should make two copies, bootstrap them both, and setup a bootstrap condition that determines which one actually gets applied?
 
A couple of screen shots showing more progress.
 

Attachments

  • Deathwatch Progress May 18 2013.JPG
    Deathwatch Progress May 18 2013.JPG
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  • Deathwatch Progress May 18 2013 2.JPG
    Deathwatch Progress May 18 2013 2.JPG
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So you're saying I should make two copies, bootstrap them both, and setup a bootstrap condition that determines which one actually gets applied?

No, setup two copies, each of which bootstraps one or the other talent. And on the one that bootstraps the higher-level version, add a prereq for the talent that's supposed to already exist. Then, the user chooses which of those is correct to add.
 
Ok sounds simple enough. I have to create a table with two incrementers for the Mark of Tzeentch to handle the psychic powers the mark grants. I wish they had been more specific with mechanics on the Mark of Tzeentch.
 
Mathias,

Is there a way to set the height of a table to just use the height it occupies? I read in the documentation that tables have a default size, but for these two tables I only them to occupy the space they actually need...

I've attached a screenshot of the problem.
 

Attachments

  • Tzeentch problem.JPG
    Tzeentch problem.JPG
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Basically I want the Psy Rating and Psychic Powers tables closer together, with about 20 pixels of separation.
 
Mathias,

Can bootstrap conditions be based on fields?
I'm trying to get a piece of equipment to add a talent to the character only when the item is equipped.

The Respirator grants the user Dark Sight when equipped. I can't seem to figure out how to handle this via the bootstrap conditions though.

Code:
    <bootstrap thing="traDarkSig">
      <containerreq phase="Initialize" priority="10000"><![CDATA[
      count:Equipped.Equipped = 1
      ]]></containerreq>
      </bootstrap>
 
A few screenshots of NPC Basics tab and Skills tab. The tabs differ based on whether the character is of the Hero type or NPC type. NPCs get a wounds incrementer to input their actual wound value directly, while the space marine hero has its wounds bounded at the appropriate starting values. Advanced skills can be added manually to NPCs and pop up at a trained level. Untrained Basic skills show up automatically and can be incremented up through trained, +10, and +20 for ease of character and xenos building.
 

Attachments

  • Deathwatch NPC Progress Basics.JPG
    Deathwatch NPC Progress Basics.JPG
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  • Deathwatch NPC skills.JPG
    Deathwatch NPC skills.JPG
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  • Deathwatch NPC skills 2.JPG
    Deathwatch NPC skills 2.JPG
    221.8 KB · Views: 1
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