View Full Version : Two-level adders?
Eodin
Mar 25th, '04, 07:23 PM
:confused:
IS THERE A WAY To Create a custom two-level skill like Systems Operation, ie you can have the Communications adder (2 points) or pick from the 1 point subs (Cell phone, etc.).
I know I can select Systems Operation and rename the nodes, but I also need to add additional 2-point and 1-point nodes (for my Star Trek stuff).
BobGreenwade
Mar 25th, '04, 08:24 PM
I'm having a similar problem. Basically I want to build a new Skill (Interviewing) with several categories (Children, Diversionary, Foreign National, Hostile Witness, Trauma Victim, and others) with 2 points for the basic Skill Roll in one category and +1 point for each additional category, and put that Skill into a prefab.
I haven't yet consulted the documentation, and I was going to wait to post anything until I'd determined that there was nothing there to help me get what I'm trying to do, but since someone else has brought up a similar topic I might as well mention it now.... :D
Killer Shrike
Mar 26th, '04, 02:00 AM
I use that mechanic (if I understand what you are asking for) in the attached file. However, just look at WF or TF in the base template for the mechanic and you should be good to go otherwise.
BobGreenwade
Mar 26th, '04, 04:59 AM
I use that mechanic (if I understand what you are asking for) in the attached file. However, just look at WF or TF in the base template for the mechanic and you should be good to go otherwise.For me or Eodin? :confused:
Killer Shrike
Mar 26th, '04, 11:28 AM
For me or Eodin? :confused:
Both
Eodin
Mar 26th, '04, 06:52 PM
Maybe I'm missing something, but I don't see anything different when I create a new character using the KillerShrikeMod.hdt file, and looking at the file in TextPad there's stuff about Totems but nothing relating to WFs or TFs.
:confused:
Simon
Mar 26th, '04, 07:04 PM
What KS is trying to show you is that you can make custom Skills (or other abilities) with "category-based" adders that work much like those in the main template.
Open up the sample template Main.hdt and find the definition of Weapon Familiarity. That has the proper construct to use. You can also check out the documentation for HD which specifically discusses using the ADDER container to create a "hierarchical" structure for your Adders.
Eodin
Mar 26th, '04, 07:39 PM
Since I had his file open in TextPad, I looked at the XML and decided to give that a try. So I made a copy of Main.hdt and started adding in the pieces that I want. Looks good so far when I test it.
The part I was missing was allowing "Killer Shrike Mod" under File-> Preferences, so I wasn't seeing his mods in the earlier template.
So looks like I'm in good shape. It's too bad there's not a way to do this from within Hero Designer, but this works.
Thanks KS and Simon !!
BobGreenwade
Mar 26th, '04, 07:45 PM
It's going to take a wee while before I can delve into this -- like, Monday or Tuesday at the very earliest. But whether this leads the way to a solution or not, I think you both (KS and Dan) for the help. :D
Simon
Mar 27th, '04, 03:36 AM
Since I had his file open in TextPad, I looked at the XML and decided to give that a try. So I made a copy of Main.hdt and started adding in the pieces that I want. Looks good so far when I test it.
The part I was missing was allowing "Killer Shrike Mod" under File-> Preferences, so I wasn't seeing his mods in the earlier template.
So looks like I'm in good shape. It's too bad there's not a way to do this from within Hero Designer, but this works.
Thanks KS and Simon !! Just a word of caution here: don't copy the contents of Main.hdt.....use the extends clause at the beginning of your template and then just insert the abilities that you want to (re)define. That way you can still get updates to your template as they are released.
See KS's example and the docs for further info on this.
Eodin
Mar 29th, '04, 06:12 PM
It takes a bit of tweaking here and there, but I'm getting the hang of it... :)
I took a copy of the Normal.hdt, copied in the skills I wanted to modify, renamed it, and it's not bad.
The hard part is having to restart HeroDesigner everytime I tweak the template. On my 300Mhz PC, it takes 10 minutes to fully load HD2, so I only get about 4 tweaks an hour ;)
Simon
Mar 29th, '04, 07:06 PM
It takes a bit of tweaking here and there, but I'm getting the hang of it... :)
I took a copy of the Normal.hdt, copied in the skills I wanted to modify, renamed it, and it's not bad.
The hard part is having to restart HeroDesigner everytime I tweak the template. On my 300Mhz PC, it takes 10 minutes to fully load HD2, so I only get about 4 tweaks an hour ;) Why restart HD? Just shift to a different temllate and then reselect the custom one that you're working on....that will force a reload of the relevant data.
Eodin
Mar 29th, '04, 07:49 PM
I tried that, but HD is apparently caching the template. I closed all files in HD2, edited the template in TextPad and saved/closed, then told HD2 to create a new character with my edited template --- but when it did, my changes weren't there.
Simon
Mar 30th, '04, 04:38 AM
I tried that, but HD is apparently caching the template. I closed all files in HD2, edited the template in TextPad and saved/closed, then told HD2 to create a new character with my edited template --- but when it did, my changes weren't there. Yes, hence my phrasing above: load in a different template, then switch back to your custom one.
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