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Deathwatch

RavenX

Well-known member
I am attempting to use the authoring kit to work out the Deathwatch game mechanics. So far I have the attributes and am working on skills. I will work on this in my spare time and see how far I can get the code.
 
Ok so I followed the documentation based on the Savage Worlds file to create a new tab for Skills... How can I get Hero Lab to automatically put certain skills on characters?

Deathwatch has two types of Skills, Basic and Advanced. Basic Skills are similar to those in pathfinder that can be used by anyone whether they have training in them or not. I created a Helper tag called Helper.SkillBasic so that I can use this to hopefully get these skill to show up on all characters on their own.
 
Deathwatch Progress thus far, I have all 9 Attributes in place, and all the skills, I added some sample weapons and armor and am creating a list of components that I need to add to make it all work correctly. I still have to figure out some of the mechanical aspects for Herolab to calculate, but it is coming along just fine.
 

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  • Deathwatch Progress.JPG
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I am following this with MUCH interest. I would love to see the 40K RPG's represented in Hero Lab
 
I am following this with MUCH interest. I would love to see the 40K RPG's represented in Hero Lab

I have a lot to implement, but the system is relatively simple. I feel I can handle this project based on everything I've learned about Hero Lab so far.

I got the skills and attributes in there. I am going to try and knock out guns and armor and then go back to work on other elements. This will be time consuming and I won't be able to get a lot of progress quickly. Right now my focus will be on getting infrastructure done. If I can get the infrastructure done and get the editor up and running for it, I can let someone else input all the guns and other armors and gear choices. I just have to have to get the framework up and running before I can do that.

I have also wanted to see 40K Rp in HL. I just feel I have enough experience now to actually take a crack at coding it fully.
 
Another Progress shot.

This one shows Basic Skills are now showing up on their own, and the addition of Fate Points. Skills have been moved to their own tab as well.

Finally got basic functionality going. Basic Skills are all calculating as untrained for now. I plan to add the training tag to the hero types for the relevant skills. I am learning a lot from this.
 

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  • Deathwatch Progress.JPG
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If I can get the infrastructure done and get the editor up and running for it, I can let someone else input all the guns and other armors and gear choices. I just have to have to get the framework up and running before I can do that.

I've never coded anything for Hero Lab though I have a few game systems I would really like to work on. I can however assist with data entry stuff if/when you need it. Let me know how I can help out.
 
I've never coded anything for Hero Lab though I have a few game systems I would really like to work on. I can however assist with data entry stuff if/when you need it. Let me know how I can help out.

It may take a while for me to get around to the editor. I have gotten a big step out of the way though. Despite the fact the software only shows the "basic" skills the advanced ones are all in there already as well. I will let you know when I have the editor up to par for data entry.

I need to make sure I get the infrastructure of the system done before I start going hog wild adding in the weapons, armor, etc.
 
A few more progress shots for Deathwatch.
 

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  • Deathwatch Progress Talent Tab.JPG
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  • Editor Progress Melee.JPG
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  • Editor Progress Ranged Ammo Types.JPG
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  • Editor Weapon Qualities.JPG
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Weapons

Progress on weapons. Was too tired to upload this last night.
 

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  • Deathwatch Weapon Progress.JPG
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  • Deathwatch Weapon Progress 2.JPG
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I'd say this is coming along nicely, I think I am getting the hang of XML. This is certainly easier to learn than C++ was. I will figure out the portals for the new Tab later, but my current plans are to include output for chapter abilities and demeanors here. Might even put the chapter trapping choice up here since it is and essential.

My group has a Black Temp Apothecary who developed a zealous fervor toward his bolt pistol after landing one headshot after another with it against genestealers. This is a player who in a normal 40K game would not roll well, but those low rolls actually mean something in Deathwatch.

------------------------------
Added a couple more progress shots.

The six chapters are present now, and I have added all of the 19 Implants that a marine gets, and precluded from the specials tab the ones that give no in-game effect.
 

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  • Deathwatch Chapter Tab appears.JPG
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  • Deathwatch Space Marine Implants.JPG
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  • Deathwatch Chapters.JPG
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Here you can see that I have made some changes to the configuration screen. I figured I could learn a bit more about portals and positioning starting with something smaller. You will notice that there is now a Starting XP edit field to store starting XP. This is important in Deathwatch as space marines typically start with 13,000 xp as a Rank 1 character (they are actually Rank 9 compared to other Warhammer 40,000 Roleplaying characters).

I also got rid of that pesky character points mechanic.
To the person who wrote the authoring kit materials, getting rid of the starting cp mechanic was more than a 'couple' changes to track down. I managed to do it but I had to think about it more than usual.

I still have a lot of work to do on this data, but it is coming along.
 

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  • Deathwatch Config Progress.JPG
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What you need is a sortset which organizes things according to the tags associated. For example, here is the one we use for Races.

<sortset
id="Race"
name="Race">
<sortkey id="RaceType"/>
<sortkey isfield="yes" id="rRacePoint"/>
<sortkey id="_Name_"/>
</sortset>

Things are sorted by the criteria, from top to bottom. So all things with the same RaceType tag are sorted together, and then within those groups they are sorted according to the value of the rRacePoint field, and when that is done any ties are sorted alphabetically by name.

To control the order that the racetype tag groups are listed, you set that when defining the tag group.

<group
id="RaceType"
width="7"
visible="yes"
sequence="explicit">
<value id="Normal" order="10"/>
<value id="Custom" name="Custom Built Race" order="13"/>
<value id="Feature" name="Featured Race" order="15"/>
<value id="Extra" name="Uncommon Race" order="18"/>
<value id="MonstClass" name="Monster Class" order="20"/>
<value id="NPC" name="NPC Race" order="20"/>
<value id="Animal" name="Minion" order="20"/>
<value id="Companion" name="Animal Companion" order="30"/>
<value id="Eidolon" order="35"/>
</group>

sequence="explicit" means we intend to set the order explicitly, which we do with the "order" element for each tag. So you can see those with the RaceType.Normal are listed first at 10, then Custom races at 13, and then Featured Races at 15 and so on.

Can you take it from there?
 
One last thing, you set the sortset in the portal:

<portal
id="Whatever"
style="VerySilly"
width="blimplike"
roles="createpies">
<chooser_table
component="Whatever"
choosetemplate="Whatever"
descwidth="Whatever"
candidatepick="Whatever"
candidatefield="Whatever"
choosesortset="YOURSORTSETHERE"
showupdate="Whatever">

choosesortset="YOURSORTSETHERE" is the important bit
 
Thanks, Aaron, I was missing one line of code, I had the rest in place already. So now it works. I was missing the "choosesortset=" part.

I still need to clean up the headers so they only show the header name, but everything else is working good now.
 
Another Question for you, on the image attached, I have highlighted something that I am having a hard time figuring out.

How is that the Damage Rating and Net attack values show up on the weapon after it is selected by the user, but not in the actual selection portal?
 

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  • Deathwatch Weapon work.JPG
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