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Picklist for Starting Attribute Adjust

Darq

Well-known member
I have a Racial Property that allows the user to start STR, AGI or VIG at d6. I bootstrapped an edge tot he racial attribute - because edges seem to be the place to manage the drop down pick (correct me if I'm barking up the wrong deciduform).

I am pretty sure I have the rest of the example taken care of using this example

To create a drop-down "pick list", let's say to apply a +1 roll bonus to one of three skills (the Scholar Edge is another example worth looking at):

Menu #1 Source: All Picks on Hero (this will make sure you don't get an error for trying to modify a skill that doesn't exist on the character)
Menu #1 Tag Expression: thingid.skBoating | thingid.skDriving | thingid.skPiloting
Eval Scripts: Pre-Traits/5000 - Before: Calc trtFinal

Code:
~apply the +1 modifier to selected skill
if (field[usrChosen1].ischosen <> 0) then
perform field[usrChosen1].chosen.field[trtRoll].modify[+,1,"Ordo Novus Templum"]
endif
-----

I know this is appropriate for a skill adjust:
perform field[usrChosen1].chosen.field[trtRoll].modify[+,1,"Ordo Novus Templum"]

I know this is the script I want to use to adjust the starting attr:
#traitcreation[attrAgi] += 2

But I can't figure out how to plug in the selected attribute.

This is my latest try:
#traitcreation[usrChosen1.chosen] += 2
 
The items that start with a # are macros (so #traitcreation is a shorthand for doing something more). In this case I don't think you can use a macro with a pick field. I'd have to play around to give you the exact syntax, though, and I'll try to look at that for you tomorrow.
 
Appreciate your help - if you happen to know how, I want to do the same thing with an edge (Let the user select one of three edges and assign the edge to the character)
 
Oh, duh, you don't have to change anything. Use the exact same perform line (although rename the part in quotes to the name of your Edge and change the 1 to a 2) but everything works just fine as is. Obviously you'd need to change your "Menu #1 Tag Expression:" line from skill to the attributes instead, so something like "thingid.attrAgi | thingid.attrStr | thingid.attrVig" and it works fine.

For Edges that would require what we call a "conditional Bootstrap" and there just is no really good way to do that. You can sort of get around it by using Factions if you need to, or just create multiple versions of the thing for each Edge you need. An example of the latter is how the Half-Efl race has two versions, Half-Elven (Agile)" and "Half-Elven (Edge)", so that's the method I tend to use. If you really need to have an ability to pick it, let me know and I'll try to deconstruct some of the ways folks have done it before. It's a bit convoluted, though, if I remember correctly.
 
Thanks Zarlor, the attribute pick works great - now my Skill pick isn't working.
Edge Military Training lets you choose d6 Fighting or Shooting skill. There IS a drop down when you get the edge, but inside it says "No Selections Available"
Menu 1 Source: All things on hero
Menu 1 tag expression: thingid.skShooting | thingid.skFighting

It occurs to me - Is this because the character doesn't HAVE the skill associated to it yet? Indeed! That adds the values to the drop down if I change Source to "All things". Ok Im on the right track now :D

Ok So I am guessing I test to see if the char has the value passed back, If so I increment it, If not I need to add it and increment it and maybe offset the cost?
 
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Is there a way to programmatically bootstrap a skill? If the character deosn't have the skill picked, I need to add it.
 
Eww... that's getting into the whole conditional Bootstrapping thing. The easiest way around it is to just make 2 different versions, "Military Training (Shooting)" and "Military Training (Fighting)". You could, however, ask on the " What changes/enhancements would you like to see?" thread about getting a way to do conditional bootstraps into Hero Lab. It might be helpful if someone else other than me asked for it, after all. The more the merrier. (and the more likely LoneWolf would be to move it up on their priority list for things to add, eventually.) ;)
 
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Eww... that's getting into the whole conditional Bootstrapping thing. The easiest way around it is to just make 2 different versions, "Military Training (Shooting)" and "Military Training (Fighting)". You could, however, ask on the " What changes/enhancements would you like to see?" thread about getting a way to do conditional bootstraps into Hero Lab. It might be helpful if someone else other than me asked for it, after all. The more the merrier. (and the more likely LoneWolf would be to move it up on their priority list for things to add, eventually.) ;)

The existing method for conditional bootstraps is not well documented, but it's there. Are you asking for a better explanation of how to use it, and an easier-to-find method for controlling them in the editor?
 
Although looking at the problem to be solved, I think it's best to use an eval rule to remind the user "hey, you've entitled to a free d6 skill, but until you add the skill to the Skills list, you won't have it" (use a better phrasing, but you get the idea).

The main problem here is that many characters who want to take advantage of this sort of thing will have already added the skill before adding this edge - or, they're adding the edge during character advancement, and already have the skill. So, if you're bootstrapping the skill, there are a number of questions about how it should interact with the version that's already present, and those questions go away if you rely on the user to add the skill themselves.
 
The existing method for conditional bootstraps is not well documented, but it's there. Are you asking for a better explanation of how to use it, and an easier-to-find method for controlling them in the editor?

Really? I know several of us have been wondering about ways to do it for a very long time now. Although come to that I think you had mentioned something about some piece of code that had to be added first? Something that was in the Pathfinder stuff but not in Savage Worlds, if I remember right... I could look that up again if you like, but I do remember checking it after the last update and whatever it was wasn't in yet.
 
Really? I know several of us have been wondering about ways to do it for a very long time now. Although come to that I think you had mentioned something about some piece of code that had to be added first? Something that was in the Pathfinder stuff but not in Savage Worlds, if I remember right... I could look that up again if you like, but I do remember checking it after the last update and whatever it was wasn't in yet.

Why don't you start a new thread and explain something you'd like to do with conditional bootstraps, and I'll see if I can get it to work. (a note - I'll be away fom the internet all day Saturday, and probably won't be able to get back to you until Sunday).
 
Ok, cool! No rush, that's for sure. All of my data files are done so anything I conditionally bootstrap would just be done as an update.
 
Is it possible to remove a skill / edge? If so another option is add both and remove the one I don't need.
 
I can't think of a time where I would ever have needed to do that and I'm not sure that's even possible, really. But if it were that could be a way to do a conditional bootstrap. Still, I guess we can just see what Mathias has for us. If he says there is a way then he'd be the guy to know!
 
I have need to do it twice right now for two different settings I am working on:
World of the Dead has a racial trait that gives the character the choice of d6 Fighting or d6 Shooting.

Lowlife allows an Oofo character to pick 3 of 5 racial abilities.
 
Oh, I can think of of a TON of reasons to do conditional bootstraps, I just meant I couldn't think of a reason to normally remove a skill/edge from within another Edge/Hindrance, really.
 
Ah I understand - If it's easier to accomplish it provides the same functionality as conditional bootstrapping - the mirror, conditional un-bootstrapping, so you add the list through normal bootstrapping and remove the ones they don't want leaving the selections - same net effect.
 
I wouldn't think it would be easier to do, particularly since Mathias seems to think conditional boostrapping is already possible, so if it's already something we can do (and that he'll let us know how to do) then removing something probably wouldn't really be needed. I've started the other thread for him so maybe he'll get back to us soon with how to do it and, if so, I'll add what he come up with to the code snippets thread, too.
 
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