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Need help with eval script-ing

voydangel

Active member
So, the "Help" section of the SR5 editor is effectively blank with little more than a link to the wiki (which is, in my humble opinion, rather useless) and a note that says the help files for the SR5 editor will be updated "soon™".

I'm trying to add some of the new Run & Gun content myself. Most of it is pretty easy to add and I have been able to figure out how a lot of this scripting works via looking at other gear from the core and trial and error. Being a long time computer nerd, a game designer, and an amateur programmer has paid off and I have it mostly done. However, there are a few things which no other gear has that is brand new in Run and gun and I can't seem to figure out the syntax/names for some of these variables.

Example: The ballistic mask gives a +1 bonus to the characters social limit for intimidation tests.

My current code looks like this:
Code:
~only apply this if we're installed
      doneif (activated = 0)

perform #dicepool[skaIntim,+,1,""]
However, this increases the intimidation pool, not limit.

But when I click on the little helper button labeled "find thing", the only thing in the list the the social limit ID (ilSocial). but that effects the limit for all social rolls.

So my primary question is this: How do I adjust this code to affect only the intimidation limit?

Furthermore, is there a list of all the various scripting variables, actions, and names somewhere? Like, why does #dicepool do the same thing as #traitcurrent? Is there a difference? Is this explained anywhere? What other #commands are there? Is there a list? How do I add a new "thing", such as intimidation limit? Is there a nice tutorial somewhere that answers all these questions I have and provides lists of variables, names, commands, etc?

Please help. Any input will be greatly appreciated.
 
I apologize for the state of the help files for the editor. There just hasn't been time to go back and add more information.

For the ballistic mask, I'd recommend starting by studying the script on the medkit or the autopicker. Those items both increase the limit of a specific skill, and they do so separately from their increases to the dicepool of that same skill.

For the difference between #traitcurrent and #dicepool in terms of the rules, #traitcurrent would be used for the reflex recorders when they add to the effective rating of the skill, which is then incorporated when calculating the dicepool of the skill (technically, they use #traitaugment, because they're adding an augmentation bonus, rather than an in-play bonus, and that needs to be tracked separately, because you can't gain more than +4 from augmentations to a single thing), and #dicepool adds to the calculated dice pool of the skill.
 
Thanks! I had already figured out how to do the mask via the first aid kit as you suggested before seeing this post, but the difference between the different #macros is very helpful.

As for the state of the help files, even something as simple as a list of all the different #macros with their respective variable expectations/templates/syntax would be super handy.
 
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