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Everything posted by Astromath

  1. I'm having a problem getting abbreviations to work. 1. With Abbreviations checked and Writers Guidelines unchecked. Example: Armor Piercing's abbreviation is AP, but HD doesn't replace Armor Piercing with its abbreviation. 2. With Abbreviations checked and Writers Guidelines checked. Same problem as 1. I checked the XML and the tag ABBREVIATION on all the problems that use ABBREVIATION is spelled correctly. So, that is not where the problem lies. Am I doing something wrong, or is it a program bug. It's not a XML bug as far as I can tell. P.S.: I'm using the March 1, 2021 update.
  2. I see there's no posts for awhile. However, I want to put my two cents in. Create a Custom Power, and call it "Naked Limitation" with the amount of negative points you want the limitations on. (Custom Power is the only power that can be negative without using Adders.) Then create a Custom Power. Lets us a VPP for example. Let's say that the control cost is 80, but only thirty of that is based on an OIF. First, you need to figure out how much the real cost on 30 active points with an OIF is. In this case 20. That means that the OIF on 30 points is 20 points which is a difference of -10. Once you know that you can do the following which reverts the real cost back to an active cost: (20 - 30) * 1.5 = -15. You need to subtract 15 points from the active points of the control cost. Now you build the Custom Power: -10 Naked Limitation (-15 active points); OIF (-1/2). This works great for VPPs, but MPs would be a lot more difficult. I haven't found a good short cut for this yet. Multipowers would be a bit more difficult as, not only you need to do this with the MP itself, you also need to do this with every power in the MP, or you can use Adders for the MP and each power. Just call the Adder "Naked Limitation" then list the limitation(s) in the Adder. The downside is that you need to play with the points to make the real cost correct. However, there will be times that the real cost would never be correct with this method. As you can see, the two options for Naked Limitations on an MP are not good. Same goes for ECs from pre-6e (5e and below).
  3. This is a continuation of a discussion back in 2010 (which is probably archived). Here's my two cents. The following would duplicate exactly the Transfer power in previous editions. Using the STUN Transfer example in 6E1 sidebar, I would make the Aid a Standard Effect with the custom Advantage/Limitation "Standard Effect number must equal the amount rolled on the Drain dice (+0)." I'm giving this a +0 modifier because the Aid dice, if rolled, would sometimes be greater than the Drain dice (which would be the Limitation because it reduces the Aid rolled to the amount rolled on Drain dice), and sometimes less than the Drain dice (which would be the Advantage because it increases the Aid rolled to the amount rolled on Drain dice). Using one custom modifier is better and cleaner than having two custom modifiers that would amount to the same thing.
  4. That would be a really hot topic. Especially if the microwave oven is actually being used.
  5. Curious about your reasoning. In the xml you have GROUP being general, where as in 6E1 79 Groups are Cultural KS. PEOPLE doesn't seem to be cultural (and is not so stated), especially if you can define a single person. The following is nothing but a personal opinion: <GROUPS DISPLAY="Cultural"> <TYPE>CULTURAL</TYPE> </GROUPS> <PEOPLE DISPLAY="People"> <TYPE>KNOWLEDGE</TYPE> </PEOPLE> <PLACES DISPLAY="Area"> <TYPE>AREA</TYPE> </PLACES> <CITIES DISPLAY="City"> <TYPE>AREA</TYPE> </CITIES> <THINGS DISPLAY"General"> <TYPE>KNOWLEDGE</TYPE> </THINGS> The above code would more accurately reflect the text on 6E1 79. But, as I said, this is nothing but an opinion. (I have not done this because PEOPLE & CITIES plus the type CULTURAL are not legal attributes.) P.S. The link to the Writer's Guidelines in the HD documentation takes me to this: Sorry, there is a problem The page you requested does not exist Error code: 1S160/2
  6. Just tried unchecking the Use strict Writers' Guidelines compliance while leaving the Use Abbreviations checked. That works. It looks like checking the Writers' Guidelines overrules the ABBREVIATION attribute, even if the Use Abbreviations is also checked. That is behavior I wasn't expecting. P.S. Where can I find the Writers' Guidelines?
  7. I'm not sure what you mean. Checking 6E1 325, Attack Versus Limited Defense is abbreviated to AVLD in the first sentence. On page 326, No Normal Defense is abbreviated NND. Life Support in HD does abbreviate to LS, as well as Professional Skills (PS), Science Skills (SS), and some others appropriately. I'm just wondering why the ABBREVIATION attribute is not working when abbreviations in the Preferences is activated. Never mind. I tried adding WGABBREVIATION="AVLD" and WGABBREVIATION="NND" and they abbreviated appropriately (I copied the XML to another file so the original is not altered). I guess ABBREVIATION cannot work by itself, it must also include WGABBREVIATION. Not sure why that is.
  8. I noticed in the XML that the adder "All Or Nothing" has the ABBREVIATION="NND" on its line. However, when choosing that adder, NND does not appear in the output. When I look closer, the abbreviation "AVLD" isn't in the output either. Example: Choose Blast 1d6. Add AVLD modifier with All Or Nothing checked (I'm not changing the Defense Change or the Defense for the sake of the example). The output is Blast 1d6; Attack Versus Alternate Defense (ED; All Or Nothing; -1/2). That is technically correct, but the expected output should be Blast 1d6; AVLD (ED; NND; -1/2) because of the ABBREVIATION attributes. Preferred output should be Blast 1d6; NND (ED; -1/2). The preferred output would match all the character write-ups that have NNDs in their powers. Not only the abbreviation for AVLD doesn't show up, neither does NND even though both have the ABBREVIATION attribute in the XML and I do have the use abbreviations in the Preferences checked. Using latest build of HD. P.S. I was wondering why NND wasn't showing up until I started looking at the XML. I also just now when I was typing up this question saw that the abbreviation AVLD wasn't showing up either.
  9. I figured a work around. Reduce the BASECOST of the main skill to 0 and add an ADDER with the title No Culture/Region Choice with BASECOST of 3. All that's left is the part of graying out the other two adders when that is chosen. I'll be looking at examples in the Main6E template where some skills do that.
  10. Ah. I see. I'm still completely flummoxed as how to do the Bribery skill. I probably need to do each as its own skill as a workaround, but I'd rather be able to do it like Computer Programming. But, on the other side, I am learning XML by doing this.
  11. I had a feeling SHOWALIAS was part of the problem since it wasn't defined in the docs. So, by deleting that, the adders should show in the end result. IOW, I can't get the same behavior as Computer Programming then. That's a bummer. I'm not too sure how to do it then. Any hints will be appreciated. I'm trying to add in xml so that I can add the extra stuff from Hero System Skills (6E). So far, I'm up to Bribery (6E Skills book, page 93, subsection Subdividing Bribery). P.S. Right now, you have in the Preferences the Template tab to add 5th edition source books. Will you be eventually doing that with the 6th edition source books (basically a second Template tab labelled "Template 6E")?
  12. I've never heard of Liz Masters. Who is she? My wife had a lightning character back in the 3rd edition days called Johnny B. Goode (which is from Misfits of Science tv show).
  13. This is what I have: <SKILL XMLID="BRIBERY" SHOWDIALOG="Yes" DISPLAY="Bribery" MINCOST="1" FAMILIARITYROLL="8" FAMILIARITYCOST="1" EXCLUSIVE="Yes"> <CHARACTERISTIC_CHOICE> <ITEM CHARACTERISTIC="PRE" BASECOST="3" LVLCOST="2" LVLVAL="1" /> </CHARACTERISTIC_CHOICE> <ADDER XMLID="FIRSTCULTURE" DISPLAY="First Culture or Region" SHOWALIAS="No" BASECOST="2" MINCOST="1" INPUTLABEL="Culture/Region" OTHERINPUT="Yes" EXCLUSIVE="Yes" > </ADDER> <ADDER XMLID="ADDCULTURE" DISPLAY="Additional Culture(s) or Region(s)" SHOWALIAS="No" BASECOST="1" MINCOST="1" INPUTLABEL="Culture(s)/Region(s)" OTHERINPUT="Yes" EXCLUSIVE="Yes"> </ADDER> <DEFINITION>A character with this Interaction Skill knows when to bribe someone, how to approach him, and how much to offer.</DEFINITION> </SKILL> What I expect: The 2 adders to show. Check. What I expect: Checking the first adder box to replace the base cost of the bribery skill with 2. Problem. It adds 2 to the bribery base cost instead. What I expect: Checking the first adder box does not produce an extra "First Culture" box for that adder. Problem. It does. What I expect: Before checking the first adder box, the second adder box to be grayed out. Problem. It's not grayed out. Expected output if adder is not chosen: 3 Bribery 11- Expected output if adder is chosen: 2 Bribery: [culture] 11- What it actually outputs: 5 Bribery 11- I was using the 5th edition computer programming skill as an example. There, the first adder chosen replaces the base cost, not add to it, then all the additional chosen adders add to the first adder chosen. It's probably something simple, but I just can't see it.
  14. The subcontainer SHOWALIAS is not in the HD documentation. What does it do?
  15. My wife wants to build a lightning based character. Teleportation over wires is one form of movement, but she also wants to fly. I'm thinking either Teleportation Usable As Flight; or Flight Usable As Teleportation (both have the 1m = 1m, so it doesn't matter which the UA2nM is on). My question is which way would be better represented. It also would look like that Usable As 2nd Form Of Movement would be a Naked Advantage due the nature of what she wants. Opinions?
  16. Champions the RPG (product #1100) page 230 I'm trying to recreate this item using Hero Designer and I came up with a problem. I understand about Expanded Effect with Variable Effect combo to affect all powers simultaneously for +4. What I don't understand is the next item, Variable Special Effects (eight special effects simultaneously) for +1. Looking up Variable Special Effect ins 6E1 362, the VSE is only +1/2 for all SFX. Where is the creator of this item coming up with the +1? The other problem is the Costs END for -0. Under Suppress 6E1 196, Costs END (to maintain) is a -1/2 limitation, but only if the Constant advantage is applied. However, this item doesn't use the Constant advantage. Also, it doesn't seem to work with the Reduced END (0 END, deactivated by removing cuffs from the victim). This seems to be more in line with the Uncontrolled advantage. The last thing is OAF Fragile. The creator separated this limitation into OAF (-1) and Fragile (-0). In 6E1 378-379, a Fragile focus is only 1 PD/ED (which is an additional -1/4), not 20 PD/ED. I think the creator meant Durable for -0, not Fragile. So, having rebuilt the item from the rules I have the following: Power Negator: Suppress powers 15d6, Variable Special Effects (any SFX; +1/2), Constant (+1/2), Uncontrolled (deactivated by removing cuffs from the victim; +1/2), Expanded Effect (all superhuman powers simultaneously; +4) (975 Active Points); OAF Durable (Only 20 PD/ED; -1), No Range (-1/2), Costs Endurance (to maintain; -1/2), Only Works On Manacled/Restrained Subjects (-1/4). Total cost: 300 points. As you can see I came up with the same active points, but a different total cost. So, my biggest questions are: was the Power Negator in the book wrongly constructed? and the way I did it correct?
  17. I think someplace in the rules it says that house rules are allowed. I like the following rule: Have fun!
  18. My alternative version gets rid of the AP/Hardened problem. Only part of the Blast (or what have you) will have the Find Weakness mechanic, and for the Lack Of Weakness defense, Damage Negation only up to the amount of dice used in the Find Weakness. Let's say you have a Blast defined as 6d6 Blast + 6d6 Blast with the Find Weakness. If you define Damage Negation of -4 DCs with the Lack Of Weakness mechanic, the target will be taking 6d6 + 2d6 points of damage after subtracting 4 DCs. If you define DN of -10, the target will be taking 6d6 points of damage and none for the additional from the Find Weakness part of the Blast. Don't forget that the rules do allow you to create powers, modifiers, etc. So, you can still have the old Find Weakness/Lack Of Weakness if you want to. (I, personally, like my alternative version better.)
  19. Thx. Just what I needed. Though, I wish it was editable. Example: some of the GM Screens do have product numbers (I own copies from back in the 80s).
  20. The following is my versions of Find Weakness & Lack Of Weakness for 6E Find Weakness: Add Armor Piercing Naked Advantage to an Attack Power. Then add the modifier Requires A Find Weakness Roll (-1/2). Under Skills add the skill Power: Find Weakness vs. [defense type] using the INT characteristic. You should only buy the skill for each damage type. Example: For Find Weakness vs Normal PD and vs Normal ED, you would need to purchase the skill twice. Lack Of Weakness: Add Hardened Naked Advantage to the Defense Power. Then add the modifier Only Works Against Attack Powers With The Requires A Find Weakness Roll Modifier (-1) Alternative version: Find Weakness: Add a compound power with the first power being the normal attack and the second would be additional dice with the Requires A Find Weakness Roll limitation. Skill would still function as above. Lack Of Weakness: Damage Negation (x levels) with the following two limitations: First is the same as above. The second would be Negates Only Up To The DCs Used With A Power With Requires A Find Weakness Roll (-1). Example: 57 Find Weakness: (Total: 60 Active Cost, 57 Real Cost) Blast 10d6 (Real Cost: 50) plus Blast 2d6 (10 Active Points); Requires A Roll (Find Weakness roll; -1/2) (Real Cost: 7) 8 Lack Of Weakness: Damage Negation (-5 DCs Physical) (25 Active Points); Only Works Against Attack Powers With The Requires A Find Weakness Roll Modifier (-1); Only Works Against Attack Powers With The Requires A Find Weakness Roll Modifier (-1). The character with the Lack Of Weakness power in the example can only negate 2 DCs of the Find Weakness Power, not all 5 DCs. Possible additional limitation for either version the Lack Of Weakness: All Or Nothing (-2) Opinion: I prefer the alternative version.
  21. I'm looking for a product check list for all editions which includes their item/product numbers (such as HERO01 is Champions 1st edition rulebook). I noticed on some books in my collection, there is no product number (such as The Island of Dr. Destroyer). The list in Wikipedia doesn't help since it doesn't include the item numbers.
  22. 6E2 Chapter 8 any sample character write-up (also any other book that has a write-up with a social complication). All the social complications have parentheses encompassing the frequency & effects, such as "(Frequently, Minor)". I'm asking because Hero Designer doesn't put the parentheses in. P.S. Negative Reputation has the same problem.
  23. Ah. Ok. I just see all the sample character write-ups in 6E2 Chapter 8 have the parentheses. I also checked the other books, they also have the parentheses. I'll make sure by asking Steve in the other forum (he must be on vacation, because he hasn't answered any of my [and others] question since May 31).
  24. 6E latest update The bug is in the output formatting (both onscreen and print versions). I've been creating PCs for awhile and I just now noticed this. The circumstance and effects do not have parentheses around them. Example: the output is "frequent, minor" instead of "(frequent, minor)". This appears to be the only complication that does this. All other complications have the parentheses.
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