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  • ...hin a visual presentation. They provide access to individual fields within things and picks. Fields are hooked up to portals, thereby allowing the user to vi |Things
    11 KB (1,819 words) - 01:21, 22 November 2008
  • In an effort to make things as easy as possible, the Kit provides a mechanism called "automatic placeme
    5 KB (831 words) - 22:25, 19 December 2013
  • ...umentation utilizes a variety of notational conventions for presenting how things work. This includes the syntax used for data files, as well as the formats ==Auto-Defined Elements==
    5 KB (710 words) - 17:36, 25 June 2009
  • *Advanced Things **Uniqueness of Things [!]
    4 KB (563 words) - 22:25, 22 December 2008
  • ...f each actor. However, the Kit has no way of knowing what those particular things are for each game system. ...with this, the Kit provides three separate mechanisms for specifying which things should be automatically added to every actor. Each mechanism works slightly
    4 KB (779 words) - 05:37, 24 November 2008
  • ==Things Bootstrapping Other Things== ...ases, the dependency relationships outlined above for things bootstrapping things do not apply.
    10 KB (1,571 words) - 02:05, 7 December 2008
  • ...aging Gear|gear mechanism]] automatically provides additional logic to all things designated as gear. Default: "no". |(Optional) Boolean – Indicates whether things derived from this component are denied the ability to be bootstrapped from
    15 KB (2,282 words) - 16:25, 1 March 2011
  • To make things even easier, the Skeleton files pre-define a script macro of "#traitfound"
    11 KB (1,843 words) - 15:00, 19 February 2009
  • ...mployed to solve this, ranging from simple to complex. We're going to keep things simple, so we'll create two separate versions of the race, with each confer
    7 KB (1,188 words) - 04:04, 5 February 2009
  • ...the user to control this state, so it needs to be a "user" field. To keep things simple, we consider a value of zero to indicate the character is '''not'''
    2 KB (378 words) - 21:14, 17 December 2008
  • ...l things that satisfy a particular tag expression. One entry specifies all things with the "component.Skill" tag, which will add all skills. Delete this "enm ...user. The Candidate tag expression of the table portal will preclude such things from being shown for selection.
    14 KB (2,142 words) - 23:58, 30 January 2009
  • ...s we can define tags implicitly by just assigning whatever tags we need to things. The tag group also presumes that all tags are numeric values. So we can as
    14 KB (2,189 words) - 15:23, 19 February 2009
  • ...recognized by the template, we can assign the tag to the component and all things derived from that component will inherit the tag. This means that all we ne
    9 KB (1,465 words) - 04:13, 12 February 2009
  • ...he component defined in the file "miscellaneous.str". The component set is auto-defined, since there is no need to blend other components into the component sets. ...ghlighting when non-zero. We'll also make sure to use a large font to make things highly visible to the user. To keep wounds and fatigue distinct, we'll visu
    17 KB (2,554 words) - 15:39, 19 February 2009
  • The next step is to define the template used for showing vehicles as things. This template is virtually identical to the one for standard gear. So we c ...e're adding a new portal, we need to introduce appropriate logic to handle things cleanly. We'll position vehicles beneath standard gear, and we'll always ma
    19 KB (2,788 words) - 14:25, 28 January 2009
  • ...al if we actually showed a bitmap for each die-type, since it would tailor things much more closely to how Savage Worlds works. Depending on what we ultimate ..."trtIncr" field instead of "trtDisplay". Once that's done, we can see how things look. This new approach looks like it could be a good bit better, so we'll
    18 KB (2,803 words) - 23:49, 12 January 2009
  • ...on within the Position script for the sheet. However, we're trying to keep things compact in this character sheet, so we'll stick with the default behavior. ...r, we're striving to keep everything on a single sheet, so we have to keep things as compact as possible. In order to achieve that goal, we're going to need
    21 KB (3,298 words) - 17:32, 8 February 2009
  • We can now give things try. Reload the data files and you should see the new "Allies" tab. On the ...when the main window is at its smallest height. In the interest of keeping things as tight as possible, we'll also decrease the spacing between lines by a on
    17 KB (2,738 words) - 14:05, 29 January 2009
  • ...encies before removing the mechanisms that are depended upon. All of these things will be defined within the data files that start with the prefix "thing_". ...s often build on other things, so we eliminate them before eliminating the things they depend on. All validation rules are found in the file "thing_validate.
    25 KB (4,135 words) - 17:08, 20 February 2009
  • ..." tag on the "Skills" component, but we can also use the tag on individual things. ...of background edges after creation, we'll only flag an error when showing things. Once an edge is added, we'll assume the player did so with the GM's approv
    28 KB (4,464 words) - 05:30, 12 February 2009

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