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I’ll also check the event/discipline bonus issue. |
I can share this now, right? Get more people involved with testing?
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Yes, please! :)
More than happy to have more hands on. |
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Here's an interesting one.
Building a main character. Adding Focuses during the Starfleet Academy phase. Change my mind on one, delete it...and it still tells me that I have 3 of 4 chosen, even though I'm clearly looking at two. Add a different one to the mix. Now it tells me I have 2 of 4 chosen even though I'm clearly looking at three. I didn't have the good sense to get screen caps, though. Sorry. |
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Let me see if I can recreate it. :) |
It clears up when you enter Focus number 5 in step 6, so it appears to be some sort of refresh weirdness on the Basics tab.
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It is probably worth contacting support to see if they can ensure that deleting such an item triggers a full re-evalation of the character. |
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Was going to add, "I think it's the software and not the dataset," but experts beat me to it.
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Creating a Main Character
Step 1: Species Set to Human Step 2: Environment Homeworld option For this particular option, you get to increase one of the Attributes your species allows you to raise during the first step. Humans can increase any of the six Attributes in step 1. However, when you get to step 2, the only options you get are the three Attributes you chose during step 1. Per Nathan Dowdell, the system developer, however, the intent for step 2 was for Humans to be able to raise any of those six Attributes, whether they'd been increased in step 1 or not. I'll try to find you the Facebook post where he told me this. |
I noticed this problem as well, although I wasn't sure exactly how to change it or bring it up.
I think the best way to fix this (although possibly more complicated coding wise) would be to have a drop-down selection tab on the Environment page for the 'Your Homeworld' and 'Another Species Homeworld' that would allow you to select which species homeworld it is. Then have that selection determine what attributes are available to choose from. |
Any news on when we might see an update with Sciences included?
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Howdy!
I was getting ready to release an update last night when I found an issue with a couple of things. I fixed them, but want to wait until tonight or tomorrow night to be sure I caught everything. I’ll go through too and check my notes on what got fixed, etc... |
New version 1.6 should be available which includes the Sciences Division items. Please let me know if have any issues. :)
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It was listed as 1.6 in the update window. After downloading, before import it showed 1.5 at the end of the first line (top left corner of import window). |
Okay, apparently I'm an idiot. How do I add a species to this?
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It doesn't help that the editor is kind of arcane, and I haven't had much luck figuring it out. Is it possible to add a user data set that sits alongside this? Say I wanted to create my own "sourcebook" of third-party options that I allow in-game?
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Sure, you can copy and modify into another file with the .user extension, or if you need to copy a source selection say to select “House Rules” option on the config hero screen those would go in a .1st file, that help? :)
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Okay...if a player decides to build a Soong-type android character, they MUST take the Talent "Polyalloy Construction." How does the program/dataset enforce that requirement?
In a similar vein, how does taking that Talent reflect the increase in Resistance that the Talent grants the character, because it doesn't appear that it does. While I'm asking questions about requirements, many of the racial Talents say "Certain Species, or gamemaster's discretion." While I can see how to enforce the "Certain Species" requirement, how do I make the program know that the GM has allowed certain things on a case-by-case basis? Say, for instance, that I want to create an Aenar character. Aenar are a telepathic subspecies of Andorians, with telepathic abilities; the easiest way to do this is to just make an Andorian and allow the player to take the Telepath Talent...which is marked as Betazoid only. How do I show GM's discretion with this? |
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This will be in the next update. Quote:
The same type of adjustment I think needs to be made for Races as well so that they will all be displayed for selection but the user can ‘mark’ a race with that GM Permission. Thanks for all the help on making the dataset better. :) Thanks! TC |
There's one there for changing Traits and Derived Traits, but I don't see anything in 1.6 for Talents.
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Thanks, I’ll see about getting that in ASAP.
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Okay, the Klingon Talent R'uustai grants the character an extra Value (for a total of 5 instead of the more traditional 4, as evidenced by Worf's writeup in the DS9 character pack). I don't see where the program or dataset implements this, and I'm not sure how it would do that.
I'd like to know, because one of the custom things I'm doing is "The Orville", based on writeups found at https://continuingmissionsta.com/201...e-fools-day-2/ (since Orville is TNG with the serial numbers filed off). The Moclan writeup features the following Talent: "TRADITIONAL -- You are well versed in Moclan traditions as the expected procedure for performing Tasks. You gain "Moclan Traditions" as bonus Focus. When you attempt a Task where that focus is applicable, you can use your Conn Discipline to determine if a roll scores two successes rather than the Discipline used to set the Target Number of the Task." This gives a bonus Focus, for 7 instead of 6, and I don't know how to implement that. Help! |
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What happens when you try to open a HTML file? On my Windows machine the Editor help file is at C:/program files (x86)/hero lab/docs/manual/editor.htm if that helps.
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Fixed - Soong-Type Androids required to take Polyalloy Construction and Positronic Brain Fixed - Polyalloy Construction increases Resistance +1. New - Adjustment to make a Race Valid after selection New - Adjustment to make a Talent Valid after selection. |
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<thing id="talMocTrad" name="Traditional" description="You are well versed in Moclan traditions as the expected procedure for performing Tasks. You gain "Moclan Traditions" as bonus Focus. When you attempt a Task where that focus is applicable, you can use your Conn Discipline to determine if a roll scores two successes rather than the Discipline used to set the Target Number of the Task." compset="Talent" summary="Bonus Focus; If applicable, Conn determines if two successes on a roll."> The #resmax line is the one that adds the additional Focus slot. The bootstrap is as if you went and clicked the add focus on the tab and selected Custom Focus then entered Moclan Traditions in the domain entry. Does that help? |
Lots!
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So, with the Polyalloy Construction Talent, did you make it show just the basic Resistance 1, or did you find a way to show the Resistance 3 to non-lethal attacks as well? I would very much like to see how that's done (if it can be).
In the meantime, I'm trying to dope out how to increase Unarmed Strike damage and change Non-Lethal to Deadly for another Orville race, the Xelayans. Fun stuff. |
Man. The docs for the authoring kit suck.
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Both Non-lethal and Deadly are part of the GearQual tag group. You could do: Code:
perform hero.childfound[wpUnarmed].delete[GearQual.NonLethal] hero.childfound[wpUnarmed].field[wpDamage].value += x would be the way to increase the damage. |
Okay, the last example you gave me threw a syntax error when I tried to test it. "Attempt to access text-based field 'wpDamage' as value."
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perform hero.childfound[wpUnarmed].assign[GearQual.Deadly] |
Remarked that line out and it worked fine for changing the quality, so I now have that under my belt. Poke around a bit, see if I can find some similar talent to see where I'm going wrong with the code increasing the damage.
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It’s nothing you’re doing. :)
That would work fine if I had had the wpDamage field set to be numeric instead of alphanumeric. As it is, it has to be accessed as field[wpDamage].text instead and you can’t directly do math with it. Easiest way around would be to declare a variable, set that variable to the current integer(field[wpDamage].text) and then add to that variable. At the end you would set the damage field text equal to the variable. That make sense? Or, I can change it to a numeric field. :) |
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