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AD&D 2e

RavenX

Well-known member
Mathias,

I've started working on some 2e core mechanic files. I am using the 2.5 update (or the most recent re-released core rulebooks) for this data. I need to set up a validation report for attribute scores where the compiler checks the Unmodified ability score against the racial minimums / maximums required for each race. (I am not setting up bounding options intentionally in case a DM allows a member of a race that has an ability score outside the normal boundries the books require, but I'd like a validation error to show up saying the race doesn't meet the ability score requirements.) I created a field called trtNatural to store the unmodified version of the ability score for validation purposes. Each race has a set of Min/Max fields to store the minimal and maximal values of the ability scores for that race. I set each field to have a default value of 3 or 18 respectively. For some reason my code is only registering the default values instead of the ones stored on the race when I go to debug output, how can I get the compiler to test against the actual value stored on the race?

Code:
  <!-- Validate facets of the race -->
  <thing
    id="valRace"
    name="Race"
    compset="Race"
    isunique="yes">
    <tag group="Helper" tag="Bootstrap"/>

    <!-- Make sure that we have a race selected -->
    <evalrule index="1" phase="Validate" priority="8000" message="Must be selected"><![CDATA[
      ~if we have a race selected, we're good
      validif (hero.tagis[Race.?] <> 0)
      ]]></evalrule>

    <!-- Make sure that our ability scores meet the requirements -->
    <evalrule index="2" phase="Validate" priority="10000" message="Ability Score requirements not met"><![CDATA[
      ~if our ability score is equal to or greater than the minimum requirement, we're good
      var foo as number
      var fii as number

      foo = hero.child[attrStr].field[trtNatural].value
      fii = field[minStr].value 
      debug "Nat Str = " & foo & " Tested against min str " & fii

      if (hero.child[attrStr].field[trtNatural].value >= field[minStr].value) then
        @valid = 1
      else
        @valid = 0
      endif

      ~mark associated tabs as invalid
      container.panelvalid[basics] = 0
      ]]></evalrule>

    </thing>


For those reading this thread: I am looking for volunteers willing to enter spells, psionic powers, skills, etc. once I have the core mechanics built for the datafiles. I am only planning to add enough spells, powers, and skills to test the actual data. I won't be adding the full range of data to these files as I simply don't have enough time to do so.
 
As I said before, I've got a few hours a week I can put into this. Not much, but something. A few spells a week will add up.

I'll be very forward with you, The core mechanics could take me months to build. I don't expect this to go quickly. If you could start with the descriptions of spells or psionic powers, that would be a huge help. I'm currently working on races, which I hope to get implemented first since they're going to be the easiest parts to do. It's going to be a lot of work to do this, but I've started working on it for now.
 
What can I do to start the descriptions of the spells and psionic powers? Would making a text file that I could copy/paste the descriptions from easily once we have the core rules working be good enough, or should it be in XML or something, as I don't have any experience with that... yet.
 
What can I do to start the descriptions of the spells and psionic powers? Would making a text file that I could copy/paste the descriptions from easily once we have the core rules working be good enough, or should it be in XML or something, as I don't have any experience with that... yet.

Text file, Word file, either way it doesn't matter much to me, as typing out the descriptions takes the longest time to do and there are a lot of spells and psionic powers. My personal preference would be for someone to start with psionic powers so that I could put Dark Sun functionality into the mechanics but we need a lot of things from the Player's Handbook.

Let me amend this by saying you should use the skills & powers book to do psionic powers as a guide, since that was the latest updated tome.

I'm working on the race component and background tab right now. Not sure how long it will take to finish but I've gotten a handle on things pretty well.
 
I am using the 2.5 update (or the most recent re-released core rulebooks)

Just for clarity as to what we're working on, do you mean 2.5 as in Skills & Powers, Combat & Tactics, Spells & Magic, and High Level Campaigns, or do you just mean the 1995 'revised' reprints of the PHB and DMG?
 
Just for clarity as to what we're working on, do you mean 2.5 as in Skills & Powers, Combat & Tactics, Spells & Magic, and High Level Campaigns, or do you just mean the 1995 'revised' reprints of the PHB and DMG?

I'm using the reprints from 97 / 2013 rereleased. The books were originally black, with Advanved Dungeons and Dragons on red lettering on them. Skills & Powers is from that set.
 
I'm also planning to add an optional rule for Hit Dice at all levels.

I used to allow people to keep gaining hit dice instead of the constant hit points after 9th or 10th and apparently I wasn't the only person doing it. It was also what encouraged players to multiclass, as they could gain hit dice in both classes instead of constant hit points.



Mathias,

Do I need two language components or one?
 
RavenX, all of my 2ed books are stored in the attic, and I have not looked at them in years. I have no memory of how languages worked back in 2ed.

Also, please make your questions for me more obvious. If they're mixed into posts that are unrelated to the question you're asking me, I'm going to end up missing some of them.
 
Mathias,

Languages in 2e work the same way they do in Pathfinder, but no Automatic languages. The user has a list of languages they can choose from, outlined in the race descriptions.

As a player gains levels, they gain non-weapon proficiency slots, which may be used to purchase more language slots or skills.
 
Sounds like languages are more like in Shadowrun, then, where they're one of the categories of skills that you can choose from.
 
Sounds like languages are more like in Shadowrun, then, where they're one of the categories of skills that you can choose from.

They are.

You can choose: language, ancient as a proficiency, and the add a language from that category.

The only time you'd have to add an additional slot to the slot cost is for literacy if the optional rules are used.
 
My suggestion was intended to point you towards something similar, so that you could study that, and decide for yourself which way was best to handle this. You haven't told me what the difference between the two components would be if there were two components, so I don't know enough yet to answer the original question.
 
The only difference would be starting languages added at creation, and those added afterwards. But I could rig the skill to add language slots instead and let the user just add languages via the background tab.
 
How can I have Hero Lab assign tags saying languages added through the background portal gets Helper.StartLang while languages added via the personal tab get Helper.LearnLang?

I'm not sure how I can get the tag assigned based on which portal the language is added under.
 
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