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Adding Harrow Points

ValaraukarU

Well-known member
I am trying to add support for the Curse of the Crimson Throne Harrow Points for use in a game. I was looking at Hero Points as a base since they are similar abilities. I began by cloning the Hero Points mechanic and ability.

I added a Mechanic:
Harrow Points (mechUHarro)
Code:
  <thing id="mechUHarro" name="Harrow Points" compset="Mechanics">
    <usesource source="PathCurse"/>
    <usesource source="UCotCTHarr" parent="UserParent" name="Curse of the Crimson Throne Harrow Points"/>
    <bootstrap thing="abUHarrow"></bootstrap>
    </thing>

The mechanic links to a new ability Harrow Points (abUHarrow)
Code:
  <thing id="abUHarrow" name="Harrow Points" description="Harrow points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). Whenever a harrow point is spent, it can have any one of the following effects.\n\nStrength\n\nDexterity\nConstitution\nIntelligence\nWisdom\nCharisma\n\n{b}Note{/b}: Harrow points gained must be added manually." compset="Ability" summary="Harrow Points can be spent at any time to grant a variety of bonuses.">
    <fieldval field="trkUser" value="1"/>
    <fieldval field="trkMax" value="3"/>
    <usesource source="UCotCTHarr"/>
    <usesource source="PathCurse"/>
    <tag group="User" tag="Tracker" name="Tracker" abbrev="Tracker"/>
    <tag group="Helper" tag="NoReset" name="NoReset" abbrev="NoReset"/>
    <tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
    <tag group="Custom" tag="HarrowPoin" name="Harrow Points Table"/>
    <containerreq phase="First" priority="500">!source.SocChar</containerreq>
    <eval phase="First" priority="30000" index="4">
      if (tagis[Hide.Tracker] = 0) then
        perform hero.assign[Hero.HasHeroP]
        endif</eval>
    <eval phase="First" priority="20000"><![CDATA[
      ~if we're not a PC, set our maximum hero points to 0
      ~(by subtracting the default points)
      if (hero.tagis[CharType.typHero] = 0) then
        field[trkMax].value -= 3
      
      ~do the same if we're a minion (familiars, companions, etc.)
      elseif (this.isminion <> 0) then
        field[trkMax].value -= 3
        endif
      
      ~if we're at or below 0 maximum Hero Points, hide us
      if (field[trkMax].value <= 0) then
        perform assign[Hide.Special]
        perform assign[Hide.Tracker]
        perform assign[Hide.Activation]
      
        ~and add a tag that keeps HL from complaining that the default 1
        ~hero point exceeds this maximum
        perform assign[Helper.NoMaxBound]
        endif]]></eval>
    <eval phase="Render" priority="20000" index="2"><![CDATA[
      ~add our HP left to our name
      if (herofield[tUseHeroP].value = 0) then
        field[livename].text = field[thingname].text & " (" & field[trkUser].value & ")"
        endif]]></eval>
    <eval phase="First" priority="20000" index="3"><![CDATA[
      ~if we've chosen to be an anithero, we don't receive hero points
      if (herofield[tUseHeroP].value <> 0) then
        field[trkMax].value = 0
        perform assign[Helper.NoMaxBound]
        perform assign[Hide.Special]
        perform assign[Hide.Tracker]
      
        ~and grant us +1 feat slot
        #resmax[resFeat] += 1
        endif]]></eval>
    </thing>

I cannot get a box similar to the hero points box on the in-play tab. I believe it might be related to the scripts but I am not sure where to go next. I noticed use of herofield[tUseHeroP] in the hero points scripts and [Hero.HasHeroP] but I don't really understand what to do yo make them Harrow Points specific.

Also Ideally this would show a pick drop down selector for Abilities so one can select which ability they points are for, but using the Hero Points mechanism as a base doesn't give that option. I know I can create an adjustment with this in it, but adjustments won't print on the character sheet so it would have limits on usefulness.


Does anyone have any suggestions on this?
 
I am sorry to say I don't think your going to be able to duplicate Hero Points exactly. From what I saw before when looking into it HePs are a special thing they added in the Structural files behind the scenes. We don't currently have a way in the editor to do something exactly like it.

Like yourself I simply went with a simple tracker. Its not perfect but it does basically work.

Now you could use an Adjustment that bootstraps a "Racial Special" for each of the Harrow ability scores. Then the "Racial Special" could be set to show in the Specials List and then it would print on the character. That would be one way to get them to show up.
 
I am sorry to say I don't think your going to be able to duplicate Hero Points exactly. From what I saw before when looking into it HePs are a special thing they added in the Structural files behind the scenes. We don't currently have a way in the editor to do something exactly like it.

Like yourself I simply went with a simple tracker. Its not perfect but it does basically work.

Now you could use an Adjustment that bootstraps a "Racial Special" for each of the Harrow ability scores. Then the "Racial Special" could be set to show in the Specials List and then it would print on the character. That would be one way to get them to show up.

Do you mean you created a Tracker and linked it in somehow? Or are you using the term tracker more generically? I don't have any experience with Trackers so I am a bit stumped. Is the stuff you did available?
 
Do you mean you created a Tracker and linked it in somehow? Or are you using the term tracker more generically? I don't have any experience with Trackers so I am a bit stumped. Is the stuff you did available?
I created a simple Tracker in the Tracker tab in the editor and like you attached it to a mechanic.

The problem is that it's sort of backwards as it started as 0/6 and then as they gained Harrow points they simply increased the tracker. Which is different than how it gets used normally. So on a character sheet it really does not display right.
 
A campaign I'm in right now uses an Action Points system that's not quite like the action points rules from Unearthed Arcana (I think that's where they were originally printed) or the Hero Point rules from the APG that are implemented in HL.

What I did was to use the activation amount to set the total number of points available for a character, and then set the tracker's maximum = the current activation amount. In play, you don't actually touch the item on the Tracker list - you change the number of points you currently have on the activations, but when printed, you get the correct number of boxes to check off because the thing is a tracker.

(You have to be on the Ability tab to get access to the activation amount, rather than just the Tracker tab).
 
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