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Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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Currently, the arWpnPick template on the armory tab has this bit of code
Code:
if (hero.tagis[source.SciFi] + hero.tagis[source.SuperPowr2] <> 0) then if (tagis[Modificatn.Modificatn] <> 0) then portal[edit].visible = 1 ~position the edit portal to the left of the gear button perform portal[edit].alignrel[rtol,gearmanage,-8] ~position the special portal to the left of the edit button perform portal[special].alignrel[rtol,edit,-6] endif endif This would allow use of modifications in settings for SWADE where modifications are present. I'm guessing that the same check is present on other tabs as well? Working on - |
#271 |
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That's a great idea.
_ Currently In Development: Savage Pathfinder, SWADE Fantasy Companion Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion _ Currently Running: Savage Unity Inc. (homebrew multiverse theme) Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane Future Setting Files: Savage Judge Dredd |
#272 |
Senior Member
Join Date: Jun 2010
Location: Florida
Posts: 257
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User Content - SWADE versus Deluxe.
Select the Configure Hero Window. We have "User Content". We now have Deluxe and SWADE rules editions. Many of us appear to be converting settings to SWADE, some new settings exist ONLY in SWADE. Some groups will stick to Deluxe, so I can see the list of supported settings getting long AND confusing. How would someone know which setting supports which by just looking at the "User Content" window? So throwing this out there, not sure how to implement really, but there could be a tag or something to add to a .1st file that separates under the "User Content" settings in a folder for Deluxe and a folder for SWADE. Users expand the top level field of Deluxe or SWADE and then can drill down and see what settings are supported across editions. Just a thought. Even as I am converting something like Beasts & Barbarians for myself I am getting confused. I have to make a series of .1st files to keep them separate. And this setting has two different core books for Deluxe: Steel and Golden. So that is two different versions to roll over to SWADE. Meanwhile, another setting I am working on, Crsytal Heart is only SWADE. But everything rolls up under "User Content" at the same level. I hope I am explaining this well enough to make sense |
#273 |
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Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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Quote:
Quote:
Working on - |
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#274 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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In addition, could we make the ModType.xxx tag dynamic?
Right now, if I wanted to make mods for regular armor, I can't. Working on - |
#275 |
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Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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Also, possible to increase the ArmorStrReqDie.xxx up to d12+5? Savage Rifts has some armors that need a d12+1, d12+2 or a d12+4 tag...
Working on - |
#276 |
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Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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More Rifts stuff...
There are some melee weapons that have multiple dice (2d6, 3d4, etc.) for their damage value. Would it be possible to add a Helper.DieMult# tag and modify the finalize scropt of the wpShowDmg field to add that in front of the die value? Such as: Code:
~use the weapon die to display the damage, else use the explicit damage if (tagis[component.WeapMelee] + tagis[WeaponDie.?] < 2) then @text = field[wpDamage].text else var die as number var mult as number if (@ispick = 0) then die = tagvalue[WeaponDie.?] * 2 else die = field[wpDie].value * 2 endif mult = tagvalue[Helper.DieMult?] if (mult > 1) then @text = "Str+" & mult & "d" & die else @text = "Str+d" & die endif endif Working on -
Last edited by TCArknight; July 18th, 2020 at 09:29 AM. |
#277 |
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OK, two updates here....
On making ModType.xxx tag dynamic - that's a problem as Regular Armor is not set up to support Modifications. I haven't seen any rules for that. All other gear that uses Modifications has rules about how many mods can be used, etc. Melee Weapons are allowed a single mod. Ranged Weapons aren't even allowed Mods at all. Neither is Armor. So, there are larger implications than simply adding more type tags. On adding a Damage Die multiple, that's usually what the Special Damage field is for... _ Currently In Development: Savage Pathfinder, SWADE Fantasy Companion Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion _ Currently Running: Savage Unity Inc. (homebrew multiverse theme) Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane Future Setting Files: Savage Judge Dredd |
#278 |
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Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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Quote:
The SWADE version of the companions I'm thinking are not far off, plus, this would allow those folks that wanted to create their own (for example) Ranged compset that included Modifications to do so. (And, I'm thinking that might be a way to implement the Manufacturer Modifiers for a weapon from the Savage Rifts: Empires of Humanity book) It definitely would be a nice to have, but can work without it. True, I guess what I was thinking of has an easy workaround. Working on - |
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#279 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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One big change in the latest version (v1.3) of the core Savage Pathfinder is to revert to languages as a "have it or not" thing instead of a skill.
So we if this is the way things will be going, we will need an optional configuration on the SWADE rules to allow for that kind of a thing in settings... Working on - |
#280 |
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