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What changes/enhancements would you like to see?

What I meant was that generally the Race structure is set up by the GM at the start of the campaign, and then doesn't change much for the run of the game. The players don't usually choose much other than the Race. Yes, there are some limitations for what we can offer in order to remain flexible enough to support all of the different variations of Savage Worlds. The other game systems do not have to deal with this. They don't have Setting files that completely re-write the rules every other day.

Now, Shaintar is an edge case. If I recall correctly (I've not played it), it makes some really serious changes to the core rules that would take a cloned system to support. I looked at trying to do a file for that at one point. But what you describe for the different variations on humans would almost require separate Race records. I don't think I'd want to try to cram them all into a single record.

That being said, we do offer a couple of mechanisms to handle this kind of thing, Factions and Groups. They're tailor-made for just that kind of thing. Only catch is that they usually get used early and there's just the two. But I've seen some really creative use with multiple sets. You could use one for sub-race and populate it accordingly by Race.
You mention the way other game systems in HeroLab are configured. Out of curiosity, which system are you seeing a player-level Race tab in? Pathfinder uses a single drop-down list for Race, if memory serves. Ours is at least always visible, not hidden on a background tab.
 
As far as the free Skills, this has always been an issue. Part of it is the way the Hero Lab it written. The language it is written in requires certain things to be added by the user. For every menu list we create, we have to have all of the back-end supporting code for it. Over the years, this has forced many different levels of menus. We had to add two more in this last update. Where we run into issues is the totally open-ended nature of Savage Worlds. Some of the objects in Hero Lab are completely extensible and we can add new ones until we're blue (tag lists). Others we need supporting code for each additional iteration (menus). And an open-ended menu is double tough.
Then, the final spike, is that each GM can alter it at his end with house rules. And we try to do what we can to support that effort as well.
So, it's not that I don't like the ideas. If all we had to support was Savage Worlds, we could do more customization like that. Even then, though, the sheer open-ended nature of Savage Worlds prevents us from doing a lot of that. Every person's setup is just a *little* different, even among the same game group.
 
Ah, we just added this... we needed it for Exoskeletons.
Gear now has the Equipped flag available. Check exo's for the example.

Nice! But, is this even working? I took a look at Exoskeleton and noticed it added braketing code to the Eval Script, like follows (this example would be for the Charisma bonus I'm working on in the WWR file rather than the Exoskeleton's strength bonus):
Code:
if (tagis[Equipped.Equipped] <> 0) then
      perform #traitadjust[trCharisma,+,2,"Corona Navalis"]
endif

Then it looks like you also add 2 add tags:
Equipped, Equippable and User, Activation

However, after recompiling and reloading, I don't see where I can activate the gear. I even tried loading a blank character with just the Sci-Fi Companion checked, add Exoskeleton as gear but it doesn't increase Strength, I've verified it isn't "dropped to the Ground" or otherwise in a container and I don't see a check box to equip it either on the Gear tab or on the In-Play tab. Is there something I'm missing on where I need to activate the gear?
 
What I meant was that generally the Race structure is set up by the GM at the start of the campaign, and then doesn't change much for the run of the game. The players don't usually choose much other than the Race. Yes, there are some limitations for what we can offer in order to remain flexible enough to support all of the different variations of Savage Worlds. The other game systems do not have to deal with this. They don't have Setting files that completely re-write the rules every other day.

Now, Shaintar is an edge case. If I recall correctly (I've not played it), it makes some really serious changes to the core rules that would take a cloned system to support. I looked at trying to do a file for that at one point. But what you describe for the different variations on humans would almost require separate Race records. I don't think I'd want to try to cram them all into a single record.

That being said, we do offer a couple of mechanisms to handle this kind of thing, Factions and Groups. They're tailor-made for just that kind of thing. Only catch is that they usually get used early and there's just the two. But I've seen some really creative use with multiple sets. You could use one for sub-race and populate it accordingly by Race.
You mention the way other game systems in HeroLab are configured. Out of curiosity, which system are you seeing a player-level Race tab in? Pathfinder uses a single drop-down list for Race, if memory serves. Ours is at least always visible, not hidden on a background tab.

Ok.. so I again want to stress that while I will be using some of the Shaintar edges, weapons and stuff, I will not be using the base setting material as I already have a pre-existing world. My example for that was purely as an example.


I will agree that on the simple cases, Factions and Groups are a possible use for the sub race, but as you mentioned, they are the only two and other things sometimes take up those slots. For my example in my personal campaign, the Faction is a deity list and this is important for me to limit powers.

As for the other game systems, I have not tried Pathfinder since purchasing HL 3-4 years ago(used it for a one shot Pathfinder Society scenario(beginners box, not the full game). I will go check it out shortly though. The example I refer to which as a very detailed race tab would be D&D 4E.

Side Note: I just loaded PF and someone PLEASE tell me how to change and get rid of the default aweful blue background.. the light tan one on Pathfinder is FAR, FAR, FAR better. But I digress!

So, even in Pathfinder, Race while not on a separate tab, it has multiple sub features. Open up the editor and check the race subtab. It has a massive number of properties. A perfect example of the type of thing which would be nice to have available.

Choose Half-Orc.. there is a dropdown for +2 Ability to one Ability Score.

Choose Gnome... there is a dropdown for "Obsessive"(whatever that is), but in this case there is no value

Choose Human.. there is a dropdown for +2 Ability to one Ability Score.

Now check out D&D 4E's race:

When you choose a race, there is a dropdown for +2 to Ability AND that choice of which ability is PER RACE. So Dwarves get Str or Wis, Elves get Int or Wis, etc

If you choose DragonBorn(one of the creatures I am trying to add to my SW campaign BTW), you get:

the choice to +2 ability for either Str or Con AND choice of Dragonborn racial power(I am not offering this choice FTR), either Fear or DragonBreath(this is the one I am using). If you choose Fear, you are done. But if you choose Dragonbreath, you then have ANOTHER choice(dropdown) for type which is Str, Con, or Dex. There is also ANOTHER choice for Breath Weapon type which defaults to fire, but has the choice of fire, elec, acid, cold, etc.

Drow have a drop down for Darkfire(choice of 3 possible ability scores).

Now, I don't know how much overlap there is in the backed fields which store this. I suspect that the choice of DragonBreath ability score is the same backed field used by the Drow Darkfire field with different possible lists loaded at runtime for which are valid abilities to pick to link them.



This is why I am a bit confused as I would think that all of those things are done 100% within the xml coding with no hard coded stuff in the Herolab runtime to control what is and is not available. If that were the case, Herolab would be much less useful in adding new game systems dynamically. But, heck, I don't know the entire system inside and out. The point really being that those are examples of the types of customization I would like eventually built into the default SW buildout for those who need a bit of extra customization either because one setting needs it OR because their home campaign needs it.

Take a look at the editor for the D&D 4E Dragonborn(copy Race). There is a field named Ability Bonus Choices. Click edit. There is then a edit box with a generic thing named "fRPlusAb" which has some type of linkage to all 6 abilities and then the user could click edit and add/remove/change the checkboxes for their race as needed in this case.

Then on the Race Features tab(our analogy would be Racial Properties), if you copy the Dragon Breath one, you will see some fields for "List of Text Items" and "Initial Item"(I assume there is a script somewhere which makes this the default choice).

Here is my thought, I would wonder if perhaps since Savage Worlds was added really early on in HL's life cycle, we perhaps are living within a box which no longer needs to be as small as it currently is. Perhaps there were limitations at the time the initial data files were built which no longer exists and other game data files utilized those new features while the SW datafiles stayed static.

This reminds me of the this old story:
A little girl was watching her mother prepare the ham for Thanksgiving dinner. She noticed that her mother cut off a portion of the end of the ham before putting it in the pan.
“Why do you cut that part off, Mama?” the little girl asked.
“Well, that’s a good question. This is the way my mother taught me to do it, I guess. She always did it this way. Ask her,” her mother replied.
So the little girl went to the grandmother. “Grandma,” she said. “Why do you cut off the end of the ham before you bake it?”
“Well, dear,” she said. “That is the way I saw my mother do it time after time. Ask your great-grandmother.”
So the little girl dutifully goes to ask her great-grandmother. With a little laugh her great-grandmother replies, “Oh, that’s easy. It wouldn’t fit in my pan.”

Sometimes we do things out of habit or tradition, not stopping to think if it makes sense. Most of us pick up many habits from our parents, some good and some bad. Every now and then it might be a good idea to look at the way we do things to see if it really makes sense. And if the answer is no, then we need to give ourselves permission to make changes. We need to teach our children to avoid doing something “just because it is what everybody is doing,” but to question if it is the right thing to do.


Now, I don't know for sure what is an is not possible, but it seems to me that having to have LW make code changes for each game system to support such things would be a very bad way for them to code the application which is why I think that this is NOT a limitation of the software, but of the way the data files were developed and then maintained over time. Ie, are we limited because of the HL code or are we limiting because we don't know how?

Hopefully, you don't fine my response confrontational, or accusatory, or just plain rude as that's not the way I meant it, I am really trying to understand why(other than the potentially large amount of time required which I understand) we could not benefit from some of the other games more complex configuration abilities.
 
Zarlor, now that is just weird and a half. Where the hell is that checkbox? Perhaps one of the last couple of changes interfered with that. Really odd. I'll take a look.
 
And, as I said, the other game system have it easier. SW has to be a lot more flexible. Pathfinder just has to support elves and dwarves, and has to support a lot more detail. SW has to support starships, super powers, and everything in between. Pathfinder also has a Race tab, and then almost a dozen sub-tabs to manage Races. With a much smaller pool of Races to deal with, they can customize more closely. I mean, how many are just variations on elf? We have to support cyberware, robotics, and lasers along with the magic swords. Everything we add for one thing has to be removed for another thing.

While not truly apples and oranges, it comes close.
 
Zarlor, now that is just weird and a half. Where the hell is that checkbox? Perhaps one of the last couple of changes interfered with that. Really odd. I'll take a look.

I have never had something I've previously done simply disappear from any of my stuff! (Just completely ignore that Stone and a Hard Place seem to no longer exist in my current version of the DLR... just move along, nothing to see there.);)

Good to know I'm not just losing my mind... or at least not moreso than it already is. Thanks for checking into it!
 
OK, found it. Through a weird quirk of file dates, one required change wasn't included. It'll go out with the quick fix.

FYI - on the quick fix. I am trying to get the Interface Zero setting file finished as much as possible before letting that one out, in case I need to make changes to support IZ2. There's a LOT of material here.
 
And, as I said, the other game system have it easier. SW has to be a lot more flexible. Pathfinder just has to support elves and dwarves, and has to support a lot more detail. SW has to support starships, super powers, and everything in between. Pathfinder also has a Race tab, and then almost a dozen sub-tabs to manage Races. With a much smaller pool of Races to deal with, they can customize more closely. I mean, how many are just variations on elf? We have to support cyberware, robotics, and lasers along with the magic swords. Everything we add for one thing has to be removed for another thing.

While not truly apples and oranges, it comes close.

Ok, so i am still not quite getting it, but I have a possible reason which might fit with what you have said. Here is a scenario, tell me if this is true or not:
Each game system can have a maximum of x dropdowns, x text fields, x popups, etc. The game system could have the drop downs associated to any parent object as needed and each parent object could have as many dropdowns as require so long as the sum of all dropdowns is does not exceed x.

From what I can assume since I have only spent a very small amount of time(if any) looking at most of the editor tabs is that MOST of the 40+ tabs in the editor have dropdown fields assign to them and that the combination of all of those equal or exceed the maximum threshold defined by x above. This is what prevents adding dropdowns for race. Contrast that with Pathfinder where there are a LOT less tabs overall, but each tab has access to a number of dropdowns, but combined they do not exceed x.

So... is that a true statement of how the actual runtime engine deals with fields within a game system?

ok, so if this is true, I seem to think I have seen mention of the Edge with Bootstrapped Weapon/Armor being deprecated? If that is the case, would that free up the fields which currently reside in those tabs for use in other places? Assuming that is true, are there already plans for those fields being required in other locations which might prevent them from being used on Races?
 
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OK, I think I can see two area of confusion in our communication:

There's a difference between the player interface and the editor. When I talk about limits on menus and such, I am talking about the player interface. Where it's set up so the player would make choices about the Race on the character record itself, affecting only that character.

I think you are mostly referring to the editor interface, where the Race record itself is modified, affecting all uses of that Race.

Am I right? If so, that's confusion #1. We are jumping back and forth between interfaces and they are different.

I think confusion #2 lies in that Races are constructed differently in Savage Worlds, code-wise. In the other systems, Races have a number of set attributes. Most of the various drop-downs and field entries are attributes of the Race record. In Savage Worlds, everything is bootstrapped onto the Race record.

That being said, let me look into adding some more user-friendly ways to add bootstraps to Race. I can see that Pathfinder has a few that deal directly with adding bootstraps. I might be able to add buttons to add Edges, Hindrances, Properties, and Abilities.
 
OK, I think I can see two area of confusion in our communication:

There's a difference between the player interface and the editor. When I talk about limits on menus and such, I am talking about the player interface. Where it's set up so the player would make choices about the Race on the character record itself, affecting only that character.

I think you are mostly referring to the editor interface, where the Race record itself is modified, affecting all uses of that Race.

Am I right? If so, that's confusion #1. We are jumping back and forth between interfaces and they are different.

Well, partially but not completely.



I think confusion #2 lies in that Races are constructed differently in Savage Worlds, code-wise. In the other systems, Races have a number of set attributes. Most of the various drop-downs and field entries are attributes of the Race record. In Savage Worlds, everything is bootstrapped onto the Race record.

Ok, so I am confused here. Perhaps I just don't have enough time "hands on" with HeroLab(I really am trying to learn and not be a PITA for you, I just don't understand). Again, checking (in the editor in my case), it appears that the approach is not significantly different, though perhaps a bit more complex.

For example, I opened 4e and then the editor. I then opened the Race tab in the editor and copy Dragonborn(since this is functionally the example I am trying to handle in many respects). This is in ddi_races.dat.

Checking out the bootstraps, I find. the following(I cut the description to minimize space more):

Code:
<thing id="rDragonbor" name="Dragonborn" description=" " compset="Race" uniqueness="unique">
    <fieldval field="racFlavor" value="Proud, honorable warriors, born from the blood of an ancient dragon god."/>
    <fieldval field="racCha" value="2"/>
    <fieldval field="racHtMin" value="74"/>
    <fieldval field="racHtMax" value="80"/>
    <fieldval field="racWtMin" value="220"/>
    <fieldval field="racWtMax" value="320"/>
    <fieldval field="racSpeed" value="6"/>
    <tag group="User" tag="StdRace"/>
    <tag group="Size" tag="Medium"/>
    <tag group="SkillBonus" tag="skHistory"/>
    <tag group="SkillBonus" tag="skIntimida"/>
    <bootstrap thing="lanDraconi"></bootstrap>
    <bootstrap thing="fRPlusAb">
      <autotag group="RaceBonus" tag="attrCon"/>
      <autotag group="RaceBonus" tag="attrStr"/>
      </bootstrap>
    <bootstrap thing="lanCommon"></bootstrap>
    <bootstrap thing="pRacDraBre"></bootstrap>
    <bootstrap thing="pRacDragon"></bootstrap>
    <bootstrap thing="fRDrDraHer"></bootstrap>
    <bootstrap thing="fRDrDraFur"></bootstrap>
    <bootstrap thing="fRDrDraRac"></bootstrap>
    <bootstrap thing="drgBrthTyp"></bootstrap>
    </thing>

Yes, some of these things are defined as a child of Race and are built in to race directly, so that EVERY Race gets them such as the fRPlusAb, but the exact value is defined(via the autotag) so that some races could pick between Str or Con, other races could pick between Int or Wis.

Others are simple bootstraps such as the fRDrDraRac(RacialFeat is or should be analogous to our RacialProp).

Code:
  <thing id="fRDrDraRac" name="Dragonborn Racial Power" description="When you select dragonborn as your character&apos;s race, choose one of the following powers. Your dragonborn character gains that power." compset="RaceFeat">
    <fieldval field="usrCandid1" value="thingid.pRacDraBre | thingid.pRacDragon"/>
    <tag group="Hide" tag="Special"/>
    </thing>

Since this goes into a field named usrCandid1, I ASSUME that this is one of a number of possible drop downs available. In this case, the end user would select from either Breath Weapon or Dragonborn Fear and would get those powers(similar to our Powers...). Additionally, in some way, if the chosen power on the race is Breath Weapon, a NEW(well hidden and not showing) field is prompts for Breath Weapon and gives a list of 3 possible attributes which are the "source" for the Dragon Breath.

Code:
  <thing
    id="drgBrthTyp"
    name="Breath Type"
    compset="RaceFeat"
    description="Choose the type of damage your breath weapon causes.">
    <fieldval field="usrSelect" value="Fire"/>
    <arrayval field="usrArray" index="0" value="Acid"/>
    <arrayval field="usrArray" index="1" value="Cold"/>
    <arrayval field="usrArray" index="2" value="Fire"/>
    <arrayval field="usrArray" index="3" value="Lightning"/>
    <arrayval field="usrArray" index="4" value="Poison"/>
    <tag group="Hide" tag="Special"/>
    <eval index="1" phase="Setup" priority="10000"><![CDATA[
~set our dragon breath power as the focus, for convenience
perform hero.childfound[pRacDraBre].setfocus
doneif (state.isfocus = 0)

~delete all keywords in our list
var i as number
for i = 0 to 4
  perform focus.deletestr["DamageType." & field[usrArray].arraytext[i]]
  next

~assign the new keyword
perform focus.assignstr["DamageType." & field[usrSelect].text]
]]></eval>
    </thing>


So I am a bit confused when you say Savage Worlds does things differently from other settings files, or perhaps am not seeing the forest for the trees(which might be why i was under the impression some of your previous statements might have "implied" a maximum number of dropdowns per game system for example).



That being said, let me look into adding some more user-friendly ways to add bootstraps to Race. I can see that Pathfinder has a few that deal directly with adding bootstraps. I might be able to add buttons to add Edges, Hindrances, Properties, and Abilities.

Thank you. In a PERFECT world, I would really like the editor for Race(and an actual tab for races in the actual builder to have many more options. Examples(using 4e as a very rough example):

  • Skill Bonuses, honestly, in a perfect world, this would be a complex popup, but I don't know how much or how long it would take to build such a thing if it were even possible:
    • Each skill from the compset would be listed in a radio selection
    • One a skill were selected, you would then be able to select a die type from either a drop down or radio button list.
    • bootstrap the skill so that it shows up automatically and is removed if the race is somehow changed
    • offset the cost as this would be part of the racial package and should NOT count against skills taken
  • Abilities, just like above for skills
  • a few Menu #1 Tag Expression, Menu #2 Tag Expression for custom stuff the user wants to do.(If I am totally not understanding how this works, please let me know!), but I assume one could define a set of subraces with a new tag first and then point one of these types of fields to it as the source data for the drop down.)

Yes, this is a BIT slower than opening the bootstrap popup and picking the thing you want, but for NEW GM's trying to build out their races, this would be visual and MUCH easier to deal with.

Of course, I realize that this would just be the editor part, so a new Race tab(or popup or whatever honestly) would also have to be created. As well, outputs could need to be updated in some way to account for these various optional things. Yes, some games in SW won't use these things and if so, they would remain hidden, but when needed, they show up based upon the GM.

More importantly, I realize this is not a 2 week change(assuming it is all technically possible) and would be a fairly large project(in which case, others might be able to assist in the coding with the right knowledge! and this would be a win/win for multiple people). To start with, the easy test case might be a popup box showing all skills loaded in a radio button(or perhaps a list of check boxes) and bootstrap the selected values for free at d6.

btw, if anything I said was talking out of my ass because I don't understand how it all works, please let me know.
 
The use of UsrCandid1 is part of the RaceFeat component in Pathfinder. It has the rest of the back-end structure to handle the menu. Savage World's Race component does not have that. UsrSelect for the breath weapon array is the same, it's supported in RaceFeat (PF) but not Race (SW). It's part of those differences I was talking about.

Part of the problem with the Skill bonus thing - SW doesn't have just one Skill list to deal with like the others. Every Setting has it's own additions. And in the Editor you can see them all, there are no Setting filters, it's the other way around. It assumes you want to be able to designate something as available in more than one source, so the relationship works the other way. It can be a real problem. I have over 2 dozen different Setting files loaded. There are 3-4 versions of some Skills. Sometimes it takes a couple of tries to get the right Skill. It's part of the price we pay for flexibility. I'll see what I can get away with. I've asked the head engineer what's available.
 
The use of UsrCandid1 is part of the RaceFeat component in Pathfinder. It has the rest of the back-end structure to handle the menu. Savage World's Race component does not have that. UsrSelect for the breath weapon array is the same, it's supported in RaceFeat (PF) but not Race (SW). It's part of those differences I was talking about.

I guess I still don't understand. The way it appears from examples I have seen is that UI fields in the editor can be re-used. They are defined in components.core at the BASE level(meaning all possible fields are defined first. I am using 4E as my baseline for finding things specifically because the source files ARE available to use the end user unlike Pathfinder(which I assume you might have access to given your position).

Then, each component which wishes to utilize said field has to then define that field as belonging to the parent thing(race, edge, skill or whatever wants to use usrSelect via an inheritance mechanism of some sort.

I know(well, suspect) this as the <Field id="usrSelect"/> is then reused in multiple locations to display a dropdown(classes, feats, races, etc) in 4E. Savage Worlds appears to only use usrSelect in edges, but I can't see why it cannot be defined as a child object of Race, Skills, or any other top level thing you as the core data file developer determine it needs to belong to.

It's not supported because the core data files have not made it be supported as a child field for Race, or Skill or whatever, not because it's not technically infeasible. Or perhaps I am totally misunderstanding just how extensible HeroLab actually is.



Part of the problem with the Skill bonus thing - SW doesn't have just one Skill list to deal with like the others. Every Setting has it's own additions. And in the Editor you can see them all, there are no Setting filters, it's the other way around. It assumes you want to be able to designate something as available in more than one source, so the relationship works the other way. It can be a real problem. I have over 2 dozen different Setting files loaded. There are 3-4 versions of some Skills. Sometimes it takes a couple of tries to get the right Skill. It's part of the price we pay for flexibility. I'll see what I can get away with. I've asked the head engineer what's available.

Thank you ! This was the level of detail I was really looking for in an answer and this makes perfect sense. It's still annoying and I really hope your developer can find a solution without a code(ie, runtime code) change which I know won't happen for quite a while. I am seriously hoping that perhaps there might be a way to filter by source, but I also understand that Savage Worlds is the really odd thing because there are so many duplicates due to various source overrides.

I know it's frustrating for me to see 5 copies of a skill in the editor, but that's something i could live with, but as an end user simply building a character, it would be unacceptable. How much control do you have in those popup dialog windows? Since there may not be a way to filter, can said dialogs contain more than the two columns(I assume it's possible)? ie, what if there was column for source? I know it would not be a perfect solution by a longshot, but it might be workable. Is there a sort feature available? If both extra column AND sort were available, that would be even that much closer as all for a setting would be grouped. Again, not a prefect solution of course, but perhaps others would like to pipe in on this limitation to see if it would be worth pursuing(assuming it works that is with those features).


Another question along those same lines, is there the ability to make a dropdown and dynamically load the values to the list of possible values? I have no idea if this is possible or not in the hero lab script code, but if it were, we could loop over the selected sources, and then the skills in said sources, and build the dropdown dynamically. of course, I would guess that this feature does not exist, but again, it never hurts to ask.


Thank you for putting up with my questions and extremely long examples.
 
Ah, I see. No, that's not usually the way it works. Each field definition is specific to that component. The fields aren't re-used, although sometimes field names are re-used. Now, the usrCandid1 field is part of the UserSelect component, as is the usrSelect field. That's currently only used in the Edges and Racial Properties component sets. It'd have to be added to Race.

And, no, I can't see the Pathfinder code objects, just Savage Worlds. If I asked, they'd probably let me have a set, I've never asked. And if memory serves, you can clone a game system and it creates an un-compiled set of files for you to modify.

I'm not saying it can't be done. I'm saying that, at present, those objects don't exist on Race because it's never been asked for. Setting up a Race is something that's done once at the beginning of a campaign and then never really touched again, for the most part. We've never really spent a bunch of effort on it because it's not something people have asked for. I create them all the time for Setting files and it's never really been an issue. The Races usually get created with the Setting. I'm used to going through the bootstrap button on Race and adding things that way. There's a sub-menu on that form to filter by object type (Racial Properties, Racial Abilities, etc) and it gives you places to add tags and field values for those that need it.

One of the Setting files I am working on (it's way down on the list, but it's there) is Star Wars. With a TON of alien races. Having a simplified interface to build Races has merit. It's just going to take a bit more than simply adding the edit objects. I've not done a bootstrap editing object in the editor yet, and I'm not sure how to code it. I've asked the fine folks at LW for some info.
 
I was able to add some new buttons to the Editor... You'll still have to add tags and such for Skilldie on Skills and any additional info on each bootstrap, but this'll make it easier to add multiple Racial Properties, Racial Abilities, Edges, Hindrances and Skills to Race, plus some other goodies. I added some of these same buttons to a few other places. (Creatures, Factions, and Groups)
 
I was able to add some new buttons to the Editor... You'll still have to add tags and such for Skilldie on Skills and any additional info on each bootstrap, but this'll make it easier to add multiple Racial Properties, Racial Abilities, Edges, Hindrances and Skills to Race, plus some other goodies. I added some of these same buttons to a few other places. (Creatures, Factions, and Groups)

Nice! I know one of my requests has been to improve some things to make the Editor easier to use, but that's a pretty nebulous request. These kinds of specific changes, though, are more of the kinds of things that I think will be really helpful in making things a little less intimidating for folks new to using the Editor. I just haven't had the great ideas on specific ways, like this, to do that so seeing other folks come up with them and being implemented is really awesome. Thanks CC!
 
I would love to see support for Iconic frameworks and heroic paths from Rifts because I have a feeling that we are going to see more of these soon.
 
I was able to add some new buttons to the Editor... You'll still have to add tags and such for Skilldie on Skills and any additional info on each bootstrap, but this'll make it easier to add multiple Racial Properties, Racial Abilities, Edges, Hindrances and Skills to Race, plus some other goodies. I added some of these same buttons to a few other places. (Creatures, Factions, and Groups)


Thanks, I look forward to seeing just what your work has produced and what the specifics are. For some context, I have no issue dealing with manually bootstrapping things, but where possible, the things which are normal and logical should be easy and adding an attribute for free at d6 to a race is so common that every core rulebook race has one(IIRC), so making that one case easier for non technical people should be as easy as possible.

Did you happen to add one or more text and drop down fields to the race component? I know I had originrally suggested a Race tab, but the more I play with HeroLab, I realized that all of the OTHER race specific stuff(example, All Thumbs, Agile, Low Light Vision, etc for elves) all show up on the Special tab. In the short term, this would be an acceptable solution for the presentation of any setting specific text fields and/or dropdowns required for a given race rather than a new specific tab for the race related stuff(though, it would be nice as a long term option to be developed as time permits).


One thing i would like to also suggest on the Special tab is to break things down into some separate groupings at some time in the future. All of the special traits are listed one after another and it would be nice to have these categorized. Since you have mentioned Pathfinder a few times, I refer to their Background Tab(for others, this contains Race, Alignment, Diety drop downs as well as sub group headers for Faction, Alternate Racial Traits(not sure what this is since I don't play PF), etc.

http://i65.tinypic.com/o0pic0.png

I don't know what else comes up there, but IMHO, i would be nice if the Racial stuff were separated from the Bennies(the only thing I know shows up there at this point) in some way. Again, this is a long term request and not critical for the current feature(ie, get to it when you can).


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Did you happen to have any luck with the whole player choose their free skill at d6 type thing? I know you mentioned having to check with some developers on that since there are so many overridden skills and currently, it will just show them all including ones not selected for that setting. I really hope this is something that can be figured out as it's a semi common race feature.

For the record, exactly how would you do this TODAY with the current code?
I assume you would have to create an edge, bootstrap it with the proper dropdown list of skills for said setting entered by each author, and then script each drop down list to assign the to the actual skill manually, finally crediting back the edge so it does not count against the points available during creation? Is that about the gist of it in rough terms?
 
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