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[Modiphius 2d20] Star Trek Adventures

It doesn't help that the editor is kind of arcane, and I haven't had much luck figuring it out. Is it possible to add a user data set that sits alongside this? Say I wanted to create my own "sourcebook" of third-party options that I allow in-game?

If you have a game system that you own (in this case, if you have the Authoring Kit purchased, you will have base Savage Worlds available to you), the help menu includes an entry for using the editor, which is useful.
 
Okay...if a player decides to build a Soong-type android character, they MUST take the Talent "Polyalloy Construction." How does the program/dataset enforce that requirement?

In a similar vein, how does taking that Talent reflect the increase in Resistance that the Talent grants the character, because it doesn't appear that it does.


While I'm asking questions about requirements, many of the racial Talents say "Certain Species, or gamemaster's discretion." While I can see how to enforce the "Certain Species" requirement, how do I make the program know that the GM has allowed certain things on a case-by-case basis? Say, for instance, that I want to create an Aenar character. Aenar are a telepathic subspecies of Andorians, with telepathic abilities; the easiest way to do this is to just make an Andorian and allow the player to take the Telepath Talent...which is marked as Betazoid only. How do I show GM's discretion with this?
 
Okay...if a player decides to build a Soong-type android character, they MUST take the Talent "Polyalloy Construction." How does the program/dataset enforce that requirement?

In a similar vein, how does taking that Talent reflect the increase in Resistance that the Talent grants the character, because it doesn't appear that it does.
This I need to update. There will be a Validation Error displayed if the character doesn’t have the talent. I still need to add the script to add the Resistance increase.

This will be in the next update.

While I'm asking questions about requirements, many of the racial Talents say "Certain Species, or gamemaster's discretion." While I can see how to enforce the "Certain Species" requirement, how do I make the program know that the GM has allowed certain things on a case-by-case basis? Say, for instance, that I want to create an Aenar character. Aenar are a telepathic subspecies of Andorians, with telepathic abilities; the easiest way to do this is to just make an Andorian and allow the player to take the Telepath Talent...which is marked as Betazoid only. How do I show GM's discretion with this?
I am away from my laptop at the moment, but there should be (and if there isn’t there will be one in the next update) a permanent adjustment (on the personal tab) to pass the prerequisite for a particular talent.

The same type of adjustment I think needs to be made for Races as well so that they will all be displayed for selection but the user can ‘mark’ a race with that GM Permission.

Thanks for all the help on making the dataset better. :)

Thanks!
TC
 
Okay, the Klingon Talent R'uustai grants the character an extra Value (for a total of 5 instead of the more traditional 4, as evidenced by Worf's writeup in the DS9 character pack). I don't see where the program or dataset implements this, and I'm not sure how it would do that.

I'd like to know, because one of the custom things I'm doing is "The Orville", based on writeups found at https://continuingmissionsta.com/2019/04/01/orville-fools-day-2/ (since Orville is TNG with the serial numbers filed off).

The Moclan writeup features the following Talent:


"TRADITIONAL -- You are well versed in Moclan traditions as the expected procedure for performing Tasks. You gain "Moclan Traditions" as bonus Focus. When you attempt a Task where that focus is applicable, you can use your Conn Discipline to determine if a roll scores two successes rather than the Discipline used to set the Target Number of the Task."


This gives a bonus Focus, for 7 instead of 6, and I don't know how to implement that. Help!
 
If you have a game system that you own (in this case, if you have the Authoring Kit purchased, you will have base Savage Worlds available to you), the help menu includes an entry for using the editor, which is useful.

Except it doesn't open. It tells me I have no web browser comfigured, which is ridiculous.
 
What happens when you try to open a HTML file? On my Windows machine the Editor help file is at C:/program files (x86)/hero lab/docs/manual/editor.htm if that helps.


 
What happens when you try to open a HTML file? On my Windows machine the Editor help file is at C:/program files (x86)/hero lab/docs/manual/editor.htm if that helps.



That worked wonders. Many thanks. Still got a lot to figure out, but now I know how to get someplace. Which is a step in the right direction.
 
This I need to update. There will be a Validation Error displayed if the character doesn’t have the talent. I still need to add the script to add the Resistance increase.

This will be in the next update.


I am away from my laptop at the moment, but there should be (and if there isn’t there will be one in the next update) a permanent adjustment (on the personal tab) to pass the prerequisite for a particular talent.

The same type of adjustment I think needs to be made for Races as well so that they will all be displayed for selection but the user can ‘mark’ a race with that GM Permission.

For the next update (1.7):
Fixed - Soong-Type Androids required to take Polyalloy Construction and Positronic Brain
Fixed - Polyalloy Construction increases Resistance +1.

New - Adjustment to make a Race Valid after selection
New - Adjustment to make a Talent Valid after selection.
 
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I'd like to know, because one of the custom things I'm doing is "The Orville", based on writeups found at https://continuingmissionsta.com/2019/04/01/orville-fools-day-2/ (since Orville is TNG with the serial numbers filed off).

The Moclan writeup features the following Talent:

"TRADITIONAL -- You are well versed in Moclan traditions as the expected procedure for performing Tasks. You gain "Moclan Traditions" as bonus Focus. When you attempt a Task where that focus is applicable, you can use your Conn Discipline to determine if a roll scores two successes rather than the Discipline used to set the Target Number of the Task."

This gives a bonus Focus, for 7 instead of 6, and I don't know how to implement that. Help!

This should work (changing the spcHuman to whatever the species id is for Moclan)
Code:
  <thing id="talMocTrad" name="Traditional" description="You are well versed in Moclan traditions as the expected procedure for performing Tasks. You gain "Moclan Traditions" as bonus Focus. When you attempt a Task where that focus is applicable, you can use your Conn Discipline to determine if a roll scores two successes rather than the Discipline used to set the Target Number of the Task." compset="Talent" summary="Bonus Focus; If applicable, Conn determines if two successes on a roll.">
    <usesource source="ENT"/>
    <usesource source="TOS"/>
    <usesource source="TNG"/>
    <tag group="TalentCat" tag="Racial"/>
    <bootstrap thing="foCustom">
      <assignval field="domDomain" value="Moclan Traditions"/>
      </bootstrap>
    <eval phase="PreAbility" priority="1000">
	#resmax[resFocus] += 1</eval>
    <exprreq message="Moclan required"><![CDATA[#isspecies[[COLOR="DarkOrange"]spcHuman[/COLOR]] <> 0]]></exprreq>
    </thing>
Replace the usesource entry with whatever source for the Orville info. :)

The #resmax line is the one that adds the additional Focus slot. The bootstrap is as if you went and clicked the add focus on the tab and selected Custom Focus then entered Moclan Traditions in the domain entry.

Does that help?
 
So, with the Polyalloy Construction Talent, did you make it show just the basic Resistance 1, or did you find a way to show the Resistance 3 to non-lethal attacks as well? I would very much like to see how that's done (if it can be).

In the meantime, I'm trying to dope out how to increase Unarmed Strike damage and change Non-Lethal to Deadly for another Orville race, the Xelayans. Fun stuff.
 
So, with the Polyalloy Construction Talent, did you make it show just the basic Resistance 1, or did you find a way to show the Resistance 3 to non-lethal attacks as well? I would very much like to see how that's done (if it can be).

In the meantime, I'm trying to dope out how to increase Unarmed Strike damage and change Non-Lethal to Deadly for another Orville race, the Xelayans. Fun stuff.
Right now, it just adds the 1. However, this does make me think that there might be situations where just add to one or the other. I'll add a new field to the Resistance trait for keeping track of the bonus to non-lethal or lethal.

Both Non-lethal and Deadly are part of the GearQual tag group. You could do:
Code:
perform hero.childfound[wpUnarmed].delete[GearQual.NonLethal]
perform hero.childfound[wpUnarmed].assign[GearQual.Deadly]
I think Mean Right Hook talent uses Setup/1000 for the timing of it's Vicious tag assignment so that should work in this case as well.

hero.childfound[wpUnarmed].field[wpDamage].value += x would be the way to increase the damage.
 
Okay, the last example you gave me threw a syntax error when I tried to test it. "Attempt to access text-based field 'wpDamage' as value."

Code:
perform hero.childfound[wpUnarmed].assign[GearQual.Deadly]
perform hero.childfound[wpUnarmed].delete[GearQual.NonLethal]
perform hero.childfound[wpUnarmed].field[wpDamage].value += 2

There's the whole three lines in that script. It seems okay with the first two lines, so what am I doing wrong in line 3?
 
Remarked that line out and it worked fine for changing the quality, so I now have that under my belt. Poke around a bit, see if I can find some similar talent to see where I'm going wrong with the code increasing the damage.
 
It’s nothing you’re doing. :)

That would work fine if I had had the wpDamage field set to be numeric instead of alphanumeric. As it is, it has to be accessed as field[wpDamage].text instead and you can’t directly do math with it.

Easiest way around would be to declare a variable, set that variable to the current integer(field[wpDamage].text) and then add to that variable. At the end you would set the damage field text equal to the variable. That make sense?

Or, I can change it to a numeric field. :)
 
Although, on the flip side, I was rereading the docs, and the Authoring Kit itself is amazingly versatile.

It really is. I’m amazed I’ve been able to do what I have with it. I just wish it was more up to date. There are some small things here and there that have been improved and don’t match the wiki but are listed in bits and pieces on the forums....
 
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