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I think Shadowrun's approach to specialties is what I'd recommend, but I'd also recommend coming back to that in a little while - get more experience in building tag expressions first, because the way the specialties are handled is complex behind the scenes.
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#21 |
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Oh, I thought they were using a pick... I would like to be able to display the X items (the most there are is 7, with most being 3-4 specialities possible, with two having the ability to pick a particular one multiple times with different specialties). I think that their example should give me the capacity to set up the multiple items to pick from a list. ^_^ But, as you say, there's time to return to this. I still need to clean up the Basic screen, implement Command Packages and Backgrounds (which I think I'll do in a slightly more limited form to avoid the choices at first), and implement basic gear choices.
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#22 |
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How does one use an "arrayval"? According to the documentation, a Thing may have zero or more arrayvals, and that matches the DTD, but when I try to build one, I get an error message of "Encountered unknown element tag 'arrayval'", which seems to suggest that it's not a valid tag. Here's a Skill which uses it, and the relevant field in the trait file.
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#23 |
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Check that... the above code works. It was flagging the next one down. Apparently, one can't have a tag preceding the arrayvals.
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#24 |
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Are you sure that one is where you encountered the problem? It should give you a line number for that error - you're sure it's coming from this skill, and not one of the other skills?
Also, weren't you going to wait on the specialties? Why implement them as an array now, if you're going to do them properly later on? |
#25 |
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#26 |
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#27 |
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So, right now, I have all of the skills in. I have the common PC races, the backgrounds and the command packages (albeit without being able to choose those either-or values). I have the derived values. I'm not certain whether I'm better off starting to input gear, tackle skill specialties, advancement, or Companies (which, as mentioned here might involve complexities of two different "character types").
I'm also finding myself considering how I might improve things to make this all more editable in the Editor. For one, the hardwiring of skill ranks and such for Races, Command Packages, and Backgrounds feels like it could be implemented more smoothly so that someone could go into the Editor and simply change values in there instead of changing the eval function. |
#28 |
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I'd implement the editor tabs for what you've already done. That way, you'll be familiar with the editor, so that when you're ready to move on to gear, you can set up the fields and component scripts that are needed, then set up the editor tab for that section, and then use the editor to code everything, which means you don't need to worry about things like what order <arrayval> and <tag> come in within the thing definitions - the editor handles that for you.
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#29 |
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So, at this point, I have five things to tackle:
I think the first two will involve a Gizmoes. Companies involve a different (Lead?) character type. Equipment is largely data entry, although I need to implement customizable equipment, which is again Gizmoes I think. |
#30 |
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