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
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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) |
#7 |
Senior Member
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Here is what this looks like so far. I will put another one up when I have done more work.
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#8 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,243
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I was looking so hard for major things wrong that I missed a minor thing wrong:
Code:
if (final > 2) then Last edited by Mathias; August 29th, 2011 at 08:36 AM. |
#9 |
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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#10 |
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