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Deathwatch

Also did a bit of cleanup on the Chapter Tab and Specialty Tab using <needtag> on the tables... looks much nicer now that the tables are only showing things the user can select based on chapter or specialty choice.
 
Mathias,

Where are the tags for Character Type defined?
I am looking for the place where the tags for CharType.typHero and CharType.typNPC are defined. I can't seem to find them, but I need need to add a new type tag for Vehicles and would like to know which file I can find them in.


Nevermind, I found them in thing_miscellaneous after taking a rest. I realized that they had to be defined as things somewhere.
 
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This is more than simple key stroking right now. Unfortunately, a good chunk of things require scripts as well. This is a bit more involved than just typing in descriptions. I appreciate the offer ghostship blue, but in order for me to get this working its just easier for me to type in the data. I may run into cases where new tags or fields are needed, and that's why I haven't requested assistance as of yet. The corerule book is done as I said, but I still am grinding down mechanical aspects. All that's left is the XP Advances, and those don't require key stroking so much as implementation of mechanics under hero labs hood. I'm mostly doing this as a learning exercise and to make sure I get all the mechanics in place before I start looking at supplements.

As things stand right now, Rites of Battle will require new mechanics to be added and I will have to implement it in phases. Creating the custom chapters will take time to build the tab for. Vehicles will be a bit more challenging as well. If I reach a point where help would be useful, it's likely to occur after I finish the core mechanics, not until then. I need to make sure everything is implemented properly before considering help on it. If you're eager to keystroke data I do have a Forgotten Realms project sitting on the side that I haven't been able to get to. If you're up for working on that, let me know. Basically I need someone to finish the Prestige Classes for me from Underdark. If you've got the time and resources to do that for me, I could get the next version of FR released in the near future.
 
I am far from finished with the character sheet output, but here is what I've got done for the Squad Mode sheet.
 

Attachments

  • Squad Mode sheet output.JPG
    Squad Mode sheet output.JPG
    90.6 KB · Views: 8
Mathias,

Is there a way to have a character sheet page spillover into the second column on a sheet? or to have hero lab check the height and if it won't fit the current <thing> into that column move it into the next column and continue from there?
 
Here's what I've got for the Solo Mode and Psychic Powers sheet supplements

I still have work to do on the main sheet but I wanted to get these out of the way.
 

Attachments

  • Psychic Powers sheet work.JPG
    Psychic Powers sheet work.JPG
    68.9 KB · Views: 7
  • Solo Mode sheet work.JPG
    Solo Mode sheet work.JPG
    63.7 KB · Views: 7
So here is where I am currently at with the character sheet, still have to get the armor and weapons in place on it, but after that's done the basic sheet will be finished.

The first page reports a validation error, just ignore that. I reduced the number of psychic powers on the sheet before taking a screen shot of the second page.
 

Attachments

  • Character Sheet Work.JPG
    Character Sheet Work.JPG
    60.3 KB · Views: 6
  • Character Sheet 2 Work.JPG
    Character Sheet 2 Work.JPG
    32.4 KB · Views: 7
Mathias,

In regards to using the <needtag> element, when I am modifying Tags.1st is it possible to inherit tags from <thing> names? Like skill names? Or would I have to create the matching tags in tags.1st?
 
Normally, needtag works on a smaller set of tags than "every skill". Please tell me what you're trying to accomplish here.
 
I'm attempting to limit skill selection for starting player characters. Normally a PC gets one choice of a Tactics skill at character creation. Some of the supplemental books introduce chapters that gain additional skill choices though, so I'd like to be able to restrict which skills show up on the available list of skills.
 
You just need a simple prereq that counts the number of tactics skills your character has and complains if you have too many.
 
By using a needtag, you'd absolutely prevent someone from breaking the rules on the number of tactics skills you can start with. If you use a prereq instead, then a GM can say "yes, you're allowed to take more tactics skills than that", and the player can build their character with all the skills they want, and ignore the error message that pops up.
 
I guess that works, I was under the impression the GM would have to award XP for that and additional skills be purchased through the advancement mechanics. But I suppose some GMs might allow rules to be broken in that way...
 
Mathias,

This is what I've come up with for the prereq. I tried using it on the Skill component but it invalidates all the skills prior to the tactics choice, which isn't what I am going for... I just want the tab invalidated. Any ideas?

Code:
     <prereq message="Tactics: You must choose one skill from the tactics group.">
       <valid><![CDATA[
       if (hero.tagis[CharType.typHero] <> 0) then
         var taccount as number
         foreach pick in hero from Skill where "thing.activated"
           if (eachpick.tagcount[SkillCat.Tactics] = 1) then
             taccount += 1
           else
             taccount += 0
             endif
           nexteach
         if (taccount = 1) then
           @valid = 1
         else
           @valid = 0
           endif
         endif
       ]]></valid>
       </prereq>
 
Or, you could make that rule be valid for any skill that isn't a tactics skill, so that only the tactics skills show the error.
 
So I did what you hinted at, but I think it needs something more... something that allows it to be valid if the character is locked and additional skills are added by the user later on from that category.

Here's what I have so far based on your recommendation:

Code:
  <!-- Validate our skill picks -->
  <thing
    id="valSkill"
    name="Skill"
    compset="Simple">
    <tag group="Helper" tag="Bootstrap"/>
 
    <!-- Make sure that we have a Tactics skill choice selected -->
    <evalrule index="1" phase="Validate" priority="8000" message="Tactics skill must be selected"><![CDATA[
      ~if we're not a player character (hero type), we're valid
      validif (hero.tagis[CharType.typHero] = 0)

      ~if we have a skill selected, verify that it is a tactics choice
      var tactcount as number
      foreach pick in hero from Skill where "thing.user_added"
        if (eachpick.tagcount[SkillCat.Tactics] <> 0) then
          tactcount += 1
          endif
        nexteach

      ~if only one tactics skill pick is chosen, we're valid
      validif (tactcount = 1) 

      ~otherwise mark our tab as invalid
      ~mark associated tabs as invalid
      container.panelvalid[skills] = 0
      ]]></evalrule>
    </thing>
 
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