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Developer License request

Kaleb

Well-known member
Arron and Collen, would it be possible for lone wolf to make a developers license for pathfinder to allow full use of the content within the editor just like you guys have when you are writing new content.

I sure those of us who would be interested in developer license would sign any agreement that Lone wolf and pazio came up with.
 
Hi Kaleb,

Thanks for your post. Can you tell me a bit more about what you'd be looking to use this ability for? If I know more about your ultimate goals, it'll be easier to figure out a solution that works well for both of us.

Thanks!
 
I second this.

Don't get me wrong, the folks at Lone Wolf are really accommodating when it comes to offering help to folks developing third party material (I really appreciate it Colen, Aaron, etc.) . I also totally understand the business end with the regards to the strong need to protect IP and conform to the terms of what ever license LW is operating under with Paizo.

However, if a developer license can be hashed out where a developer can get at least access to the core files for reference purposes it would really make things easier and more efficient on our end.
 
I'm just looking for an easy way of using content form supplements that I have bought when I create new content using the editor.

Instead of copying or duplicating with in the editor would it be possible to add a check box
that would assign items like a custom special or class abilities to a new class?
 
Colen,

I am going to throw my hat in on this idea as well. It would make coding things for Pathfinder a little easier if I could just make copies of things from supplements and use them to build new things in the official data work I do, rather than having to recreate something that already exists that only needs a few slight modifications here and there.
 
I am going to add a thought that what you guys are asking for not really want you want or need. What we need is the ability to do a type of "inheritance" where we can inherit a Thing and then only modify a single small piece of it. Instead of the existing "replace thing id".

Let me try some examples. So Frumple I know had to create "new" Racial Specials recently from scratch. But had he been able to add a new 'component' to the existing component.RaceSpec he would not have had to do that.

For Path of War I wish to simply add new "tags" to a group of weapons. If I could inherit the base weapons component and "add" on to it I would not need to write "foreach" scripts into the code.

Plus instead of Completely over writing current Things with "Replace Thing ID" we could just change a single section. In example I could attach a "new" script to fire at First/100 without otherwise changing the base Thing.

The BIG issue with "Replace Thing ID" I have found is that HL scripts keep changing and its really easy for my version to become WAY obsolete in the future. Especially with more hard-coded logic for "specific" Paizo classes going into Class Specials and Racial Specials.

So if instead I could attach a single "tag" or script without using "Replace Thing ID" I would be much more "future" proof than I am now.

This includes simple things like "Spells". Say I want Cure Light Wounds to work with my new "Shadow" class. I have to create a whole "new" version of CLW instead of being able to simply add a single new "tag" to the existing CLW spell Thing. This means the list of spells that get displayed when making a scroll is getting CRAZY big. It also means the amount of memory HL is using is getting crazy big.

First layer of this would be the ability to allow for compset to have a compset2 that can add "additional" components from user created .dat files.

The above is what is needed more than seeing the source code. Seeing the core .def and .aug files are not going to be helpful as people think. We can already "see" how the "Things" work so seeing the code provides little benefit.
 
I mostly agree Shadow. A kind of inheritance would be very useful. However, for my use, since I am needing to make new panels seeing how the code implements the various panels in Pathfinder would be very useful for me and save me weeks of experimenting and frustration. :)
 
I mostly agree Shadow. A kind of inheritance would be very useful. However, for my use, since I am needing to make new panels seeing how the code implements the various panels in Pathfinder would be very useful for me and save me weeks of experimenting and frustration. :)
Have you looked at Savage Worlds or 4e? Both of those systems are 100% open and you can view how they do panels and stuff. Though my understanding is most systems are using outdated methods. I guess allot of improvements where made when the iPad app came around.

Are you developing a new game system? I didn't think we can do Panels for Pathfinder. So in that case its an Authoring kit issue really.
 
I am needing new panels to handle the implementation of augmented and eldritch templates (which is why they are taking so long).
 
Have you looked at Savage Worlds or 4e? Both of those systems are 100% open and you can view how they do panels and stuff. Though my understanding is most systems are using outdated methods. I guess allot of improvements where made when the iPad app came around.

Are you developing a new game system? I didn't think we can do Panels for Pathfinder. So in that case its an Authoring kit issue really.

As far as I know, you can create whole new tabs if you know how to work with the XML (it is more authoring kit than editor, as you say), but you can't change the core, existing tabs.
 
As far as I know, you can create whole new tabs if you know how to work with the XML (it is more authoring kit than editor, as you say), but you can't change the core, existing tabs.
And as far as I know they won't appear on the iPad correct? New panels have to be specifically built for the iPad. That is why from my understanding why Army's and Psionics do not appear correctly on the iPad.

So to me that means its pointless to add them as you will only be supporting half the systems that HL runs on. :(
 
Ah. Hmm. Can't you put .user files with custom content on the iPad? I'd assumed that you could just do the same for any .dat files containing a new tab, but I admit I'm unsure as to the specifics. I checked into it, and apparently the Ipad isn't that different. You might want to tweak it to look better on the iPad, but it'll be there.
 
Ah. Hmm. Can't you put .user files with custom content on the iPad? I'd assumed that you could just do the same for any .dat files containing a new tab, but I admit I'm unsure as to the specifics. I checked into it, and apparently the Ipad isn't that different. You might want to tweak it to look better on the iPad, but it'll be there.
Interesting. Very interesting actually. I was using a configurable because I didn't think the iPad could handle new ones. That was my assumption after seeing Armies and Psionics Tab didn't work.

I may need to rebuild part of the Path of War stuff then to better support Maneuvers with a new table/portal instead of using a Configurable. :)
 
It is a ton of work. But can be worth it. Plus it is kind of being thrown into the deep end when it comes to HL development. :)
 
Yeah, handling UI is a whole 'nother can of worms.

BTW, if you do need to make the UI look different when shown on the iPad, you can use this in position scripts, headertitle and other such things.

Code:
if (state.istablet <> 0) then
   DO WHATEVER SHOULD BE DONE WHEN VIEWED THROUGH THE TABLET INTERFACE
   endif
 
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Good to know! Now if I can just figure out how to make a selectable thing bring up a form/panel (like when you select a custom magic item).
 
Good to know! Now if I can just figure out how to make a selectable thing bring up a form/panel (like when you select a custom magic item).
I think what you need is a "gizmo" actually. That is how Custom Magic items work. This includes wands and scrolls.

I have played around with Gizmos and while I can "sort" of modify one I could not write one from scratch. Mostly this is just I don't have the time to sit down and "study" it to really understand.

I have one "half" built for psi-crytals for Psionics and it just is not right yet. And this includes help from Aaron. I just couldn't justify anymore time to get "one" Thing to work when I have so many other things that needs my attention.

So also what this thread once again show is that "better" authoring kit information is needed. ;)
 
Looking at the code for Alternity (which has all the UI files available) it looks like what I need is an entity which I think is a kind of gizmo.

Yes better documentation is needed. :)
 
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