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Senior Member
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Any interest in collaborating for d6 Star Wars 2nd Edition revised?
I am starting to put it together but could use help if people want to join in. |
#1 |
Senior Member
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Hi Guys,
I am working on making the d6 system pips appear with the attribute selection and I keep getting a Syntax error on the highlighted line. It seems if I try and reuse a variable it is calling it a invalid use of a reserved word. Have I done something wrong here? Code:
~bound our final value including in-play adjustments var dValue as number dValue = 0 var final as number final = field[trtFinal].value while (final > 2) dValue += 1 final -= 3 loop debug "dValue = " & dValue & " and final = " & final ~covert the final value for the trait to the proper die type for display var dievalue as string if (final > 0) dievalue = dValue & "D+" & final else dievalue = dValue & "D" endif |
#2 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,243
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You might try an Id other than "final" - that may be reserved for something else in the programming language (I have no idea why it would have an error there, and not the first time, though). Also, when looking at it in the XML, does your script start like this:
Code:
<![CDATA[ ~bound our final value |
#3 |
Senior Member
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Thanks for the reply Mathias.
here is what I eventually had to do to get the code to work with adding a +0 on the end of the string which I was trying to avoid. The commented out if statement below does not work with var's using in the while statement. I am not sure why. This is derived from the Savage Worlds example. So far I am liking what I am seeing and hope to have a basic Star Wars build ready by the end of September. I already have a good start on Attributes, Skills and Races. Code:
<eval index="3" phase="Render" priority="5000" name="Calc trtDisplay"> <after name="Calc trtFinal"/><![CDATA[ ~if this is a derived trait, our display text is the final value if (tagis[component.Derived] <> 0) then field[trtDisplay].text = field[trtFinal].value done endif ~bound our final value including in-play adjustments var dValue as number dValue = 0 var final as number final = field[trtFinal].value while (final > 2) dValue += 1 final -= 3 loop debug "dValue = " & dValue & " and final = " & final ~covert the final value for the trait to the proper die type for display var dievalue as string dievalue = dValue & "D+" & final ~if (final <> 0) ~ dievalue &= "+" & final ~ endif ~put the final result into the proper field field[trtDisplay].text = dievalue ]]></eval> |
#4 |
Senior Member
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Next questions.
Skill specialisations are added to the value of skills, then attributes. I have skills working with attributes, but is it possible to link a skill with a skill? or as I trying to do, can I have a skill that takes the attribute and base skill (if it has ranks) and add itself for the total without having to add the base skill? Then I will try Advanced skills which don't use the attribute. Can you have a skill not link to an attribute? |
#5 |
Senior Member
Join Date: Aug 2011
Posts: 223
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The fact that someone is doing this makes me happy. I'm no good with programming, so I can't help, but I can't wait to see your results.
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#6 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,243
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Quote:
There's nothing special about the linkages and attributes - the linkage itself is defined in the component, all the scripts that make use of it are in the same component, and setting it to only allow a selection from among attributes is in the editor entry for the skills. For Shadowrun and Cortex, I stripped out the linkage mechanisms, since they weren't what I needed, so you can certainly make them optional. Here's the wiki page on how components are defined: http://hlkitwiki.wolflair.com/index...._Element_(Data) - the "Linkage" section there has how to set the linkage itself as optional. Deciding to make use of it or not will have to be handled within the scripts. (P.S. I've moved this thread to the Authoring Kit forum, since it's turned into a thread about building a game with the authoring kit. The "User Projects" forum is intended for corrdinating groups of users or getting a group together. This way, the next preson who wants to build a game using the authoring kit will find the threads you create about this game, and can hopefully learn from them.) Last edited by Mathias; August 29th, 2011 at 08:35 AM. |
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#7 |
Senior Member
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Quote:
You can take the skill and the specialisation at character creation. If you do the specialisation stacks with the skill. i.e. attribute has 3 points, skill has 3 points and specialisation has 3 points. Final value for the skill is 6 points and 9 points for the specialisation. But you can take the specialisation without the skill. Once you are in the advancement phase of characters, increasing the skill does not increase the specialisation. And if you add a new specialisation, and have the skill, the specialisation adds the current (with advancements) value of the skill to the new specialisation. I am looking at using a field to store the skill value at specialisation creation time. I am currently playing with Advancements and figuring out how this part of the tool works. |
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#8 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,243
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Quote:
What you're going to have to rely on here is that every advancement on the advances tab has that same script to add the actual bonus from advancement that's in the CanAdvance component in advancement.core, and that all advancements run that script in the order they're listed on the Advances tab, from oldest to newest. That means that if, in that script, you can tell your thing that it started life as a specialization that was added during advancement, you can have it look up the current value of the skill it's based on. Since all the scripts are running in order, that value will only have the bonuses from any advancements added to that skill before the "New Specialization" advancement was added - not those after. Those specializations that were added during character creation will have a different script on their component that looks up the user-added value + bonuses from races, etc., but not from advancement, and adds that to the value of the specialization. First, identifying whether a specialization was added during character creation or during advancement: Code:
origin.ishero = 0 So, in a script on the specialization component, you can look up the non-advancement parts of the associated skill and add them as a bonus to the specialty. Second, the advancement script. The first thing to do is to change the timing - you need it to come before the "Calc trtFinal" script, so that Calc trtFinal incorporates the amount this thing has been advanced, but since you also need to look up the user-added portion of the value (+ any bonus from races, etc. that apply to both the skill and specialty), you need your script to happen after the "Bound trtUser" script. So, Traits/1500 (or 2000 or 2500), if those other scripts are still using the timing from the Skeleton files. Then, in that script, you'll need to check whether the thing you're currently working on is a specialization added during advancement mode: Code:
if (tagis[component.SkillSpec] <> 0) then if (origin.ishero = 0) then field[spAssocSkl].value += field[trtUser].value + field[trtBonus].value + other values you need to sdd P.S. I like to use something other than trtBonus to store the bonus from advancement - I find it helpful to have the bonuses from races, etc. in trtBonus, and the bonuses from advancement in trtAdvance, or something like that, to make it easier to track down what came from what when I'm debugging. |
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#9 |
Senior Member
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I have Attributes, Skills, Races, Equipment, Weapon and Force Powers semi working.
Specialisations are not inheriting from the core skill at this stage and I might make it an adjustment done later. I've added General Equipment, working on Melee and Ranged Weapons. Working on Character Creation Phase first with the following done
Still learning how this works, so far I am five days into it working on it in my spare time. To Do in the next month
So far this is only the Core Book (Star Wars RPG 2nd Ed - Revised and Expanded) |
#10 |
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