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What changes/enhancements would you like to see?

Have you tried the trustme clause? I'm not where I can test it today or I'd check.
I did. Still got the same error.

Render/10000
Code:
trustme

field[summary].text &= " This is added text."

and that gets:
Hero Lab was forced to stop compilation after the following errors were detected:

Syntax error in 'eval' script for Thing 'rpMyTest' (Eval Script '#1') on line 3
-> Only derived fields can generally be modified via scripts (field 'summary')
 
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Also, looking at the Savage Worlds SWADE books, the Centaur has this racial ability:
Workhorse: Centaurs treat their Strength as two points higher when determining Encumbrance.

I don't see any way to do that since it looks like there's just the acLoadMult field on the hero which is a full multiplier for strength and not just a point bump.

I know in Pathfinder there is the tEncumSTR for adding points for the purpose of Encumbrance there. Would it be possible to get something like that for SW? I'm fairly sure Rifts isn't going to be the only place to see this kind of addition...
 
Also, looking at the Savage Worlds SWADE books, the Centaur has this racial ability:


I don't see any way to do that since it looks like there's just the acLoadMult field on the hero which is a full multiplier for strength and not just a point bump.

I know in Pathfinder there is the tEncumSTR for adding points for the purpose of Encumbrance there. Would it be possible to get something like that for SW? I'm fairly sure Rifts isn't going to be the only place to see this kind of addition...

now that should be in SWADE becuse the Solider and Brawney Edges do the same thing.
 
Out of curiosity, what are you wanting to change in the Racial Property? Is there a reason you aren't duplicating it for the Setting and precluding the original?
 
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Out of curiosity, what are you wanting to change in the Racial Property? Is there a reason you aren't duplicating it for the Setting and precluding the original?
Regarding the amendthing?

It is a brand new property, so nothing to preclude. I was wanting to use it to append the calculated range of an ability (range of Spirit*4) so was going to have a script calculate it and append that value to the summary.
 
Would it hurt/break anything or be super inconvenient to anyone to make all of the races available in the basic SWADE setting (without any of the Companions selected)?

What if I want to make Yeti available in a Fantasy or Super Powers game?

I may be misunderstanding, but the way it's set up now it looks like in that case I'd either have to do some editor work on the Yeti race or check the Science Fiction companion even though I wouldn't necessarily want to use the rest of the sci fi rules.

Or, if that violates copyright or something, at least the races included in the SWADE Core Rules should be available with nothing checked except the SWADE box.


Never mind. I just found the "Show Races" checkbox on the Configure Hero. Sorry :)

It still doesn't show all of them, but it DOES show the ones for SWADE, at least.
 
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Also, not a huge thing but a confusing one.

Is there a reason for forcing the user to select the Core Skills at d4 rather than having them automatically populate? If so that's fine (of course!) but if not it seems like it would avoid some missed skills or confusion to have those five be automatically selected.
 
Also, not a huge thing but a confusing one.

Is there a reason for forcing the user to select the Core Skills at d4 rather than having them automatically populate? If so that's fine (of course!) but if not it seems like it would avoid some missed skills or confusion to have those five be automatically selected.
I would guess that's probably because different settings may have different core skills. If that's the case, bootstrapping the appropriate skills to the setting mechanic will work best...
 
Regarding the amendthing?

It is a brand new property, so nothing to preclude. I was wanting to use it to append the calculated range of an ability (range of Spirit*4) so was going to have a script calculate it and append that value to the summary.

Amendthing only has two options - name and description - it sounds like you want to use this to change the summary, which is not an option for that tool.

In order to have script-configurable summaries, in other Hero Lab games, we've added a new text field, which can be edited like any other text field, and if there's no text added by a script, will look up the summary field and use that as its text. Then, anywhere we want to display a summary, we're really displaying that field, not the basic summary.
 
I would guess that's probably because different settings may have different core skills. If that's the case, bootstrapping the appropriate skills to the setting mechanic will work best...

I usually make Guts a core skill for Deadlands.
 
The difficulty is adding an automatic pick to a hero is problematic. The Core Skills are all tagged, and those tags can be dropped/added to change them for the Setting. So if you could leverage that tag and automatically include any Skills that had that tag it would work. But I don't know a way to do that currently.

Another issue is - when do you add them? And if you then change the Setting to a different one with different Core Skills, you'd have to figure out a way to remove the ones added by the old Setting and add the ones for the new Setting. Then there's multiple Settings. It gets into the weeds in a big hurry.

By far the simplest way is to let the user choose the Skills, and just subtract the initial point cost for any Core Skills that are taken.

The same method is used for the Language allowance. Since Languages are Skills now, we have to manage the cost on the back end because the free Languages are all at d6 with the native language being d8. We run into the same issues when folks change their Smarts, or activate Multiple Languages or Linguist. We can't add and subtract Skills on the fly, and the number the hero is allowed can change radically, up or down, as the hero is being developed. So we have to look on the back end when the costs are figured. This is not as simple as the Core Skills issue because of the Skill Die requirements.
 
Got it, CC, thanks. Like I said, it's not a huge thing and I got it figured out. Sounds like this makes it work the best for the most people, with the least hassle.

I'm just glad it's out now!
 
I'm taking a look at a couple of SWADE settings (Deadlands Lost Colony in particular) and gear in Lost Colony has an Availability Rating.
Lost Colony Equipment said:
All goods are rated for availability:
Common, Uncommon, Scarce, Rare, and Very Rare. This represents how difficult it is for a hero to locate the item.

It would be nice to have something like grAvail field on gear that would hold at least a 2 character availability for an item. If there was something in it, it would display on mouseover, etc. otherwise could reamain empty...

Just a thought. :)
TC
 
It might be useful to have the #appenddesc macro available in SW:
<scriptmacro
name="appenddesc"
param1="thing"
param2="append"
result="perform state.thing[#thing].amendthing[description,state.thing[#thing].field[descript].text] & "{br}{br}" & #append ]"/>
 
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Had another thought about a useful field -

A text field on Powers (powModText perhaps?) to specifically hold the Modifiers for the power. That way could display the modifiers available to a power on an output sheet without the rest of the description.
 
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