Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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Hello all!
As a fan of both Star Trek Adventures and Herolab (HL going forward), I asked and was given permission by the folks at Modiphius to do a UNOFFICIAL dataset for folks to use. As a developer (in my day job as well as messing around in HL) I know what I would like to see, but I would like to know what you, the potential user, would like to see as well. What's essential, what's ok to have, or what you don't want. I would like to know it all. A few of caveats: 1) I am a programmer as my day job with sometimes hectic schedules. 2) Family life takes precedent to development time (and with wife and three teens in house, that can be just as hectic as work life. ) 3) I'm doing this as an opportunity to give back to the gaming community for way too many years of enjoyment. 4) Users would need, as per HL, access to the Authoring Kit in order to run the dataset in full (non-demo) mode. My current plan is to tackle thing in this order: 1) Main Character Lifepath - I'm not sure if HL would support the random chart rolls, so it would be up to the user to simply roll on a table (perhaps with the built-in roller) and select the resulting option. 2) Supporting Characters 3) Starships 4) Milestone character advancement Please let me know your thoughts, interest, etc.. Thanks! Thomas C. |
#1 |
Senior Member
Join Date: Dec 2009
Location: Independence, Mo
Posts: 798
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I just picked it up, Gleefully Rubbing hands together. LOL
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#2 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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This is definitely doable. We have random table rolls for the 5th edition files.
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#3 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
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Not sure if you're planning to do something like put this up on github, but I wouldn't mind helping a bit in my free time.
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#4 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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Quote:
Any place I could check out the syntaxes, etc? Andrew - I might just do that. I would love some pointers/suggestions on the structures, etc too. I'll post back here with the hub details. Last edited by TCArknight; August 4th, 2017 at 09:22 AM. |
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#5 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Ask and you shall receive!
Code:
<portal id="additem" style="actBig" tiptext="Click to add a random personality trait."> <action action="trigger"> <trigger><![CDATA[ var thingid as string var tagexpr as string ~Stop if we have no background if (hero.tagis[Background.?] = 0) then notify "You must select a background first!" done endif tagexpr = hero.tagids[Background.?," | "] ~We exclude any background traits that have already been added ~ If the random generator generates one that's already been added and ~ and the trait is then deleted, this creates a situation where a 'ghost' ~ copy is left on the character that can't be deleted. It goes away ~ when the character is next loaded, but an an error message is ~ still shown, and this is less than ideal if (hero.tagis[BackTrait.?] <> 0) then tagexpr &= " & !(" & hero.tagids[BackTrait.?," | "] & ")" endif var found as number foreach thing in BackPerTrt where tagexpr found += 1 nexteach if (found = 0) then notify "There are no personality traits available for random generation." done endif var i as number var index as number var thingid as string index = random(found) i = 0 foreach thing in BackPerTrt where tagexpr if (i = index) then thingid = eachthing.idstring endif i += 1 nexteach perform hero.addpick[BackPers,thingid] ]]></trigger> <buttontext><![CDATA[ if (state.istablet = 0) then @text = "Random" done endif ~we have a lot more space to use on the tablet @text = "Add a random{br}personality trait" ]]></buttontext> </action> </portal> |
#6 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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Thanks Aaron! I'll have to take a closer look and see how I can use that...
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#7 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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The work in progress:
Quote:
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#8 |
Senior Member
Join Date: Sep 2007
Posts: 237
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Awesome! Looks great so far.
DT Butchino | Writer, Illustrator, Designer DeviantArt|Facebook|Twitter |
#9 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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Yet more progress...
Name: USS Parnikee Ship Class: Miranda Class Scale: 4 Power: 10 Shields: 11 Resistance: 4 Systems: Comm 9, Computers 9, Engines 10, Sensors 9, Structure 11, Weapons 11 Departments: Command 0, Conn 0, Engineering 0, Medicine 0, Science 0, Security 0 Overview: During the mid to late 2260s the Federation saw increasing tensions with the Klingon Empire and many analysts thought that war was inevitable with Qo’noS. The design of the Miranda class began as a dual-purpose patrol and combat vessel designed specifically to counter Klingon designs, specifically recent refits of the D7 battle cruiser. A combined team of designers from Starfleet Tactical and the Starfleet Advanced Technologies Group began co-opting and adjusting technologies and systems from the upcoming Constitution class refit, producing a heavily armed attack vessel just as peace broke out between the Federation and the Empire in 2267. Production of six spaceframes occurred before further manufacturing was halted while a complete redesign was undertaken. In 2272, the Miranda development group had beaten the sword into a plowshare by redesigning nearly 70% of the internal volume of the starship, attempting to make the vessel into a science and survey ship. The result was a highly adaptable starship that continues to be in use nearly one hundred years since its introduction. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com |
#10 |
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