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Wild Card

jbearwillis

Well-known member
Is there a way to have the Wild card check box not be checked automatically but have it work off an Edge. In High-Space the Starships aren't wild cards until you take the wild card edge. They Start out not being Wild cards but if they take the wild card edge they get all the benefits of being a wild card. I need it to work for the starship side which has it's own setting adjustments.
I have the character creation and starship creation set up as different settings within the main setting - If you have character creation checked the starship creation is not active and the same goes if you have the starship active. So if I have it work in one, it will not affect the other. Any help on this would be appreciated.
Thanks JBear
 
Other than as a pre-requisite for Edges, what does it really even matter within the program? When creating a new character you have to select at that point if you want the character to be a wild card or not (although it defaults to being checked), in which case you might only worry about turning the check-box for it "on" but you don't really even need to worry about that for your purpose since you could just check for the "Wild Card" Edge if you needed it as a pre-req for anything, right?
 
If it helps work it out, though, I believe the Field for it is "acIsWild", so arguably you might be able to set it to 0 as a mechanic, or something. Maybe.
 
Well High-Space has a Wild Card edge, and all starships start out as not being Wild cards and don't get any of the benefits until you pick that edge - if your using the program to just make characters to print out - it's no big deal. if some one is using it at the table, They would have to remember to turn it off which isn't that big of deal either, other then I was trying to make it easier to not have the GM or player have to worry about it, if it's at all possible. I"m just a perfectionist like that - kind of one of my flaws is all.
 
How about reversing that logic - add that edge as a bootstrap from something all spaceships will have, and add a condition to that bootstrap, so that the edge will only appear if the "Is Wild?" checkbox is checked (and make it apply the cost in that case)? That way, the user sets a spaceship to be a wildcard the same way they set a hero to be a wildcard.
 
That might work. How would I write the condition for the bootstrap, sometimes I get lucky with them, but most of the time they throw me for a loop.
 
hero#fieldval:acIsWild <> 0

Each Hero Lab game has its own default phase & priority for when conditional bootstraps happen - in Shadowrun, it's Initialize/1000, in Pathfinder/d20 its First/500, and glancing over Savage Worlds, the most common number I'm seeing is Initialize/2000.
 
Well, it seems that script isn't working or either I'm doing it wrong. it keeps saying that fieldval:acIsWild is an invalid tag and it's not defined.
 
This is the error I get by trying the above

Tag expression accessing field value 'acIsWild' for pick 'grpHSFMAP4' that doesn't contain field
 
Oh yeah. fieldval can't be used with hero#, only tags can be used with hero#.

In the develop menu, choose "Floating Info Windows", then "Show Hero Tags". Try switching wild card on and off - is that field also generating a tag?

If so, you can test for that tag's presence, instead of testing the field directly:

hero#XXXXX.YYYY <> 0

If there isn't a tag to work with, scratch this idea of mine, and add a prereq to the Edge to make sure the user selected Wild Card back on the configure hero form, and add an eval rule to something that all spaceships share, that will, if they're a wild card, complain until the user purchases that edge.
 
How would I write it. I have been trying to get this to work for 3 hours and have had no luck - sorry about being such a pain but this is the last thing I need for total completion of High-Space. Thanks in advance for your help.
 
Is there a tag that means "we're a wild card", and is present while wIsWild = 1, but not present while wIsWild = 0?

If so, what is that tag?

Or were you asking me about how to code the prereq/eval rule?
 
Sorry - I didn't see any tags when doing what you told me to do -So i thought to go and try it with the pre-req/eval rule? I like that idea better anyway. I think it will work a lot smoother with mechanics of the program, doing it that way. I tried working with it but for the life of me I couldn't get it to work right and give up and ask for help. Thanks for the quick response, this is the last hang up I have for the High-Space data file, if I can get this taken care of. I can resend it to John and CapeCrusader. to have it complete as far as I can tell.
 
On the edge I checked the box that said "Wild Card Required which makes the edge need to be a Wild Card to take the edge, there is the Pre-Req for the edge. Then I made a mechanic: It works if your a Wild Card - It tells you that you have to have the Wild Card Starship Edge and when you take it the warning goes away, but if you are not a Wild Card it still want you to pick the Wild Card Starship Edge. I know I'm missing some part of the script, I just can't figure it out. Here is what I got.

Mechanic
Phase: Validation
Priority: 5000

if (herofield[acIsWild].value <> 0) then
if (hero.tagis[Edge.edgHSFMWCS] = 1) then
validif (hero.tagis[Edge.edgHSFMWCS] = 1)
Done
endif
endif
 
Remember - eval rules are NOT valid when you start the script, so if you want to leave the script at some point - like for example if the "are we wild" test failed, you want to say that you're valid at that point by setting the special @valid variable = 1 (or to be more precise, equal to any non-zero value).

Here's now I'd write that:

Code:
~this only applies if we're a wild card character
validif (herofield[acIsWild].value = 0)
 
~if so, we're required to choose the edge that makes a spaceship a wild card
validif (hero.tagis[Edge.adgHSFMWCS] <> 0)
 
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