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What changes/enhancements would you like to see?

Well I'll be d*mned it certainly is.

We might want to update the Common Code examples to mention that. It isn't very clear upon re-reading. If we are used to making Gear separators (which are not dynamic) there would be no reason to suspect that Vehicles are not quite the same :)

I have been away for quite awhile after a dead computer mishap and finally getting back to coding and updating my user files, hence all the new activity from me...
 
It's not clear in that thread because I didn't know! I also just assumed it was like gear (I've just learned this stuff from playing around, too, I'm not LWD staff let alone an HL coding guru like Mathias.) I'll update it to mention that, though.
 
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No worries Zarlor. It was a learning night for both of us mate :)

I will say that while I can 'add' any additional vehicle type (cool), only Aircraft seems to inherit the 'Climb' tag. I have a mention about Acc/Top Speed/Climb in the Bugs thread.

Since I made up a Spacecraft type, it doesn't reflect 'Climb' field value. Seems to me, all three should be made available to all vehicle types, and if they are not necessary, leaving them blank would keep them hidden, or something to that affect.

If I was doing an underwater type campaign, I might want 'Climb' to be tracked for fast moving submersibles.
 
I'm a relatively new Herolab user. I picked up the Savage World build and thought it was excellent, really top notch. Frankly I'm not entirely sure how I ever got by without it. These may be stupid questions - or things that are already built into the program, but if they aren't, they are things I would like to see.

Would it be possible to add a unit builder for Savage Worlds Showdown?
Would it be possible to rig the monsters so that they can be printed as a small tight stat block? Rather than something that is the size of a regular character sheet? I used to hand write my monsters onto business cards for ease of reference. I found trying to flip through sheets of A4 a bit difficult.

With my hand written monsters I generally put them in card sleeves - the ability to print a bunch of them quickly would be very useful.
 
Would it be possible to rig the monsters so that they can be printed as a small tight stat block? Rather than something that is the size of a regular character sheet?

I second this request! I printed up my "bosses" but all the grunts were copied by hand to notecards.
 
Would it be possible to rig the monsters so that they can be printed as a small tight stat block? Rather than something that is the size of a regular character sheet? I used to hand write my monsters onto business cards for ease of reference.

There are some alternate output formats. What about File -> Output Hero Statblock?

Or File -> Save Custom Output... and maybe selecting Simple Statblock?

Any of those work for what you're looking for?
 
Per Mathias' suggestion I'd like to request fixed-race minions, which he says "What that will allow is that you can add a bootstrap of the race to the <minion> entry - currently, you can add that bootstrap, but it will generate lots of errors, and it'll still offer you a choice of races along the top (which allows you to get to the unexpected state of having two races on the same character, which could have all sorts of unforeseen consequences)"

Also I'd like to request that an "Ally Helper" tab (compset="Ally") be added to the editor, so that we have a place to create new items like mscFamiliar.

+1 :) In my case I'm looking to set a specific creature type with a bootstrapped ally from an edge.
 
In the SPC, I'd like to see a generic +/- modifier to power costs, at least up to +/-4.

Some GMs and settings add homebrewed or otherwise new modifiers not in the books, and I'd like to see a way to reflect those modifiers in the point costs.
 
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In the SPC, I'd like to see a generic +/- modifier to power costs, at least up to +/-4.

Some GMs and settings add homebrewed or otherwise new modifiers not in the books, and I'd like to see a way to reflect those modifiers in the point costs.

+1 there, too. I've also just run into this and doing it in the Editor can be pretty hefty to work on because of having to go to each power to allow that modifier on it.
 
z, I would think that most Mower Modifiers added would only apply to a Power or two. It's only an issue if you want to add it all Powers. And there are ways around that ::grin::.
That's what the Editor is for, after all. Adding homebrew stuff.
As far as a Generic Modifier, I'll see what I can do.
 
A "Basic Value" already existing in Derived Traits. We have to use an eval script to make it work. It is where we do
Code:
field[trtBonus].value += 0
in Traits 4000, after Calc trtFinal and before Derived trtFinal. In my opinion, since it is integral to the point of having a Derived Trait, it should be default coding. Modification to that is worthy of an eval script, but the 0 should be default. Also, the Derived Trait should have a print/no print option. There are many cases where having it exist, but not necessarily printed out on the character sheet, would be really great.

Edges and Hindrances should also have a basic value, also of 0. Again, it can be modified by eval scripts, but more importantly it would be great if it can be easily be modified by other scripts (as edges and hindrances can already modify attributes, skills, and derived traits). Maybe the choice of whether or not it is displayed is another tag option, similar to print/no print.
 
I have coding experience. I have done Java, C, C++, Bash, Perl, and Python. For web-based I have experience with html 4, html 5, javascript, jquery, and jquery mobile. I will start to learn C# when the semester starts on the 12th. Looking through the source files the coding syntax is pretty simple. I am willing to help out if it will make the program work better for all of us.
 
I'd like to also see on the In Play tab under Temporary Adjustments a new entry just for Custom Entries. That way I can select a modifier and just put a note what it's for without having to select something that it modifies and I can see those modifiers all on the same page rather than having to switch to the Personal tab to see the notes there.

Also I'd like to have a Temporary modifier there (maybe we'll get this in the SFC anyway) that allows me to add and modify a skill I don't have on the character. For example I have a Cyborg character with a chip that has a skill on it my character does not have on his own, so having a Temp adjustment would allow me to quickly "jack in" that skill.

Finally, being able to scroll the columns, like the Abilities column in particular, would be really helpful. I've taken to including things like Maneuvers there as a reminder of all the things players can have their characters do, even worse in that I've got things like cyber gear there, and in a couple of games we have characters over legendary now so that columns is long past the size of my screen so being able to see it all would be really helpful.
 
As has been commented, it would be nice for Preclude to be easier to use; at the very least have a pull-down for precluded items rather than having to put in the id and the source manually each time.
 
Support I'd like to see:

1. Savage Worlds Deluxe

2. Fantasy Companion

3. All other "Companions"

4. Make character sheet layout (not artwork) as with most other modern settings, and the "official" Savage Worlds Deluxe. Specifically, layout advancements as these sheets do. The general look and feel of the existing sheet should be retained - I'm not looking for setting specific artwork at all.

5. Support for Settings: a) Agents of Oblivion, b) Realms of Cthulu, c) Shaintar, d) Sundered Skies
 
Bartelsmr,

What do you mean by the first 3? The current iteration of Hero Lab is SWD and theFantasy Companion is available as an add-on (as is the Horror Companion and Super Powers Companion 1). Is there something specific from those that you see as not being supported?

For character sheet, there are ways to do that, it's just not even remotely easy. The sheets in the source folder can be copied up a level and renamed to .user and it takes a ton of work to figure out and change those, or you can use the xml export function to try to get the data out of a sheet and into some other forma (which the Pathfinder folks have done a pretty good job with because they have some java programmers over there that are very capable of doing that stuff... the best we have here right now is that I've made an extended character sheet that just included detail text for stuff instead of summary text, but even that simple change was practically beyond my ability.)
 
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Hero Lab suggestions:

Hi, I have been creating Savage Worlds fan files HL for awhile and I have a few ideas to help make the product ever better for the users and the data file authors.

A Special Table: This table should be in the edges tab and cover the ever increasing number of character options that are not Edges, Hindrances, or Rewards. Examples include, Mutations (Hell on Earth), Card Draws (Veteran o' the Weird West), and Random Table Rolls (Mad Scientist Deadlands Reloaded). This should be a resource. Scripts can be set up to enforce the amount of which type needs to be selected. Just like you can do with Edges. In the editor Specials should be set up in the Editor exactly like Edges minus the Arcane Backgrounds Tag.

Add the Standard Gear Tag to all the equipment from the Companions. That way when you add use the Horror Companion in your Pirates of the Spanish Main Game not getting atomic ghost packs and digital cameras.

Add the Setting Rule: Blood & Guts which precludes the No Mercy Edge.

Add the Miscellaneous Options: No Arcane Backgrounds precludes the following edges: edgAdept edgArcMag edgArcMir edgArcPsi edgArcSci edgArcSup edgChamp edgGadget edgHolyWar edgMental edgMrFixIt edgWizard

No Arcane Powers which precludes the following: edgAdept edgArcMag edgArcMir edgArcPsi edgArcSci edgArcSup edgChamp edgGadget edgHolyWar edgMental edgMrFixIt edgNewPwr edgPwrPts edgPwrSurg edgRapRch edgRapRch2 edgSoulDrn edgWizard skFaith skPsionics skSpellcst skWeirdSci

The first one is for settings that use different Arcane Background but may still use the same Arcane Skills. There 2nd is for setting that do not user Arcane Backgrounds at all.

All 3 should be added to the Setting Adjustment tab in the Editor.
 
It occurs to me that from my experience with the one Edge I couldn't do properly in Broken Earth that there should be some access to the initiative tracker in the tactical console in an indirect way (a set of tags with specific effects perhaps) since from looking at the appropriate edges, currently my guess would be that the Console code is just looking at specific Edges to do specific things, so there's no way to put in something new that manipulates initiative without getting into the console code itself.
 
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