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Buy Source Code

Frodie

Well-known member
I sure this has been brought up before, but can we buy a license for the core books source code. I am trying to help someone with a new setting for Pathfinder, but some the changes can't really be done without getting into the main structure.

I thought of trying to convert the 4e structure over to pathfinder with the mods, but it's going to be tough.
 
Assuming "setting" is a type of Campaign Setting. What couldn't you do that requires you to modify the fundamental mechanics of Pathfinder? If the logic is totally "new" you can easily add on new structures.

If "races" don't exist then you can either A) Turn off the Pathfinder Books or B) Use the *HIDDEN tab to hide specific races (elf, half-orc, human) when your new setting is turned on.

I can't help with the buying the source code. But I maybe able to help in designing new structures to support this new Setting.

P.S. - I actively work on the d20 package skeletal files. The new d20 updates have been done by me. I have to say working within the skeletal files is about 10x harder than what you are use to working with the Editor. You work 100% in XML and its very easy to make one change and break something you didn't mean too. I really don't think getting access to the Pathfinder Skeletal files would actually make things "easier". :(
 
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Yea, it's a lot of little things. Like new categories for classes, skills, traits etc. All are seem like small things, but just stuff we can't do.

Looking through the files in 4e, I "might" be able to figure it out....maybe....lol

And I looked at some the dat files you made for HL, but I just don't think we can add new categories or hide some things. Like hiding all the profession skills. So yea, IDK.
 
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I don't think having access to the source code would be a practical solution to the problems you're encountering. In order to accomplish this, you'd either have a branch that never again gets new books or bug fixes, or you'd need to pay close attention to the changes in every new update, and merge your different version with the updates every time there's a new release, and I can tell you from experience, every time we need to branch in order to spend several months on an upcoming hardcover while still being able to work on the monthly releases, that merge is a complex, time consuming project when it comes time to prepare to release the hardcover.

I recommend thinking about ways you can work around the issues you're encountering - see if you can make substitutions, or use Custom tags to set up group behaviors.
 
Yea, it's a lot of little things. Like new categories for classes, skills, traits etc. All are seem like small things, but just stuff we can't do.
Categories to me are not much more than a "Tag" and you can easily create new tags.

And I looked at some the dat files you made for HL, but I just don't think we can add new categories or hide some things. Like hiding all the profession skills. So yea, IDK.
You can easily hide all Profession skills or any skills you want. Be a little bit of working of copy/pasting all the Unique ID's into *PRECLUDE but can totally be done.

Gods now have a way to hide all deities by category and I think Aaron added the same logic for Languages?

What exactly does a "Category" do? You sure they don't fall into the same areas of Profession or Craft? Or just reuse those categories without calling them that could be done. Just giving some ideas for opening up creative solutions.


On the the end of things. Lets go with the fact that this new game setting is SO different than its not Pathfinder anymore anyways. So you would then want to use the Authoring kit and make the game system in that. It comes with the full source for Savage Worlds as an example. And the Authoring kit forum can get you help with issues.
 
Yea, I didn't think about the updates and new sources. So a new game set just isn't going to work and looks like it's way over my head.

Yea, I know about the tags, but the really don't help with the UI and how they are sorted.

The new skill categories don't fall in craft, knowledge, etc. But they can be worked around. Hiding all the Profession skills, yea, I know you can hide the single skill, but if something is added, it would show. I tried to hide the whole cat, but no go.

Anyways, it's a lot of little things, nothing really mechanically wise that can't be done. Just how it looks or sorted in the UI.
 
Yea, I know about the tags, but the really don't help with the UI and how they are sorted.

The new skill categories don't fall in craft, knowledge, etc. But they can be worked around. Hiding all the Profession skills, yea, I know you can hide the single skill, but if something is added, it would show. I tried to hide the whole cat, but no go.
Don't get caught up in a "Word". Look at stuff with VERY general goals. So not asking if something is LIKE Profession I am saying why can't you use that GROUP of skills for something else. So if I hide all the Profession skills and then make up "Shadow" Skills but tag them as Profession skills that gives me a manually added set of "Shadow" skills that has no relationship to the original purpose.

Not mean in this comment but stop thinking like a 'User' and start thinking like a Programmer. Think in general ideas and work off the idea that Profession is a "Category" of Skills. Who CARES what the original purpose was. You are just using it to help group your new stuff together.

In example when I did the Mythic Playtest HL didn't have Paths or Tiers in it. But once I took a close look at what a Path and Tier was I quickly came to realize that it was NO different than a Class (ie Path) and Archetype (ie Tier). Ok one difference the Path didn't increase saves or BAB or Skills. So I wrote scripts to remove that one class level of Path when taken. I was able to support 99% of the mythic playtest within a week of it coming out.

Don't fall into the traps of the "WORDS" telling you what something is. You need to think in general terms and see what existing Mechanics can be used to solve you issue. In other words think outside the box. :D :)
 
Yea, I see what you are saying, I know it's just semantics, and some of the issue are just minor and just weird UI sorting. But can any of these categories be added with 1st files?
 
So I went ahead and created a new skill Category here called Drive with sub-skills like "Drive (Car)" etc... I built all the logic in a single .user file. I used no .1st files or anything you could not build inside of the editor.

So attached to this post is a .user file that adds a new skill group called "Drive" and a new class that has "All Drive Skills" chosen. This causes all the Drive sub-skills to become class skills if a class has picked "All Drive Skills" just like picking "All Profession Skills". The only downside is I am forced to use foreach loops.

All Drive Skills - This is a hidden skill that is attached to all new characters. It waits to see if a class has the All Drive Skills tag. If it does this skill makes all other Drive Skills (identified with the tag Custom.SkGrpDrive) to be class skills also. In addition this can be used to give a bonus to ALL drive skills by giving a bonus to this Skill before Final/100.

Drive (Cars) - This is a new skill that displays like a profession skills do. It has a single script that checks the hero for a tag to see if its suppose to be a Class Skill after it is chosen.

"Test Drive Skills" - Is a test class that just setup to show it can select a single "group" called Drive and have it work.

This is a "proof-of-concept" and shows it works. My next step would be moving the script logic into a procedure and making the procedure figure out the Unique ID of the "ALL SKILL" it was on. This way you could more easily do maintenance. Procedures can now be seen/worked in the editor so no need to go to XML.

Attached is all the scripts and everything in one place. I think it provides a good Proof-of-Concept and you can go from their. It simply tries to show how you can use "existing" Things to accomplish tasks.

Hope it helps.
 

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