Show the Derivation of Values (Savage): Difference between revisions
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If we add the Ace edge and the Boating skill, we can see what this looks like. Unfortunately, this new size is a little too prominent compared to the die-type bitmap, so we need to make it a little less white. This is achieved by modifying the "textcolor" attribute within the style and dialing down the brightness a little bit. We'll pick a value of " | If we add the Ace edge and the Boating skill, we can see what this looks like. Unfortunately, this new size is a little too prominent compared to the die-type bitmap, so we need to make it a little less white. This is achieved by modifying the "textcolor" attribute within the style and dialing down the brightness a little bit. We'll pick a value of "c0c0c0" as a good compromise. | ||
This still doesn't look quite right. The "+" looks good, but the numeric adjustment looks a little too frail. We can change the font resource to be bold, but that results in the "+" looking blocky and ugly. What we need is for the "+" to be non-bold and the numeric value to bold. We can accomplish this by revising the procedure a little bit to carve up the bonus into two pieces. The net result is a revised procedure script that looks like below. | This still doesn't look quite right. The "+" looks good, but the numeric adjustment looks a little too frail. We can change the font resource to be bold, but that results in the "+" looking blocky and ugly. What we need is for the "+" to be non-bold and the numeric value to bold. We can accomplish this by revising the procedure a little bit to carve up the bonus into two pieces. The net result is a revised procedure script that looks like below. | ||
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</pre> | </pre> | ||
We now have something that will work smoothly, shows the die-type as a bitmap, and looks reasonable. | |||
===Explain How Derived Traits Are Calculated=== | |||
The derived traits are shown on the Basics tab. However, these traits are influenced by a variety of factors. When the user sees one of these traits, it would be incredibly helpful to inform the user how the final value was actually derived for the character. So we'll take the time to add this information now. | |||
The first thing we need to do is provide a place to accrue the derivation details for each derived trait. We can do this by defining a new field for the "Derived" component, which can be found in the file "traits.str". We'll name the new field "trtDerived" and make it a text field with adequate storage for multiple adjustments. This yields a field definition that looks like the one below. | |||
<pre> | |||
<field | |||
id="trtDerived" | |||
name="Derivation" | |||
type="derived" | |||
maxlength="200"> | |||
</field> | |||
</pre> | |||
The next step is to initialize the field to something appropriate for each derived trait. This is easily accomplished by defining the field value within each thing. For example, we can set the initial derivation text for the Pace trait to something like "Base of 6" via the "fieldval" element, as shown below. This should be done for all derived traits within the file "thing_traits.dat". | |||
<pre> | |||
<fieldval field="trtDerived" value="Base of 6"/> | |||
</pre> | |||
Throughout the data files, there will be places where each derived field is modified in some way. In each of the locations, the derivation details must be logged at the same time the adjustment is applied. This is achieved by simply appending a suitable, brief description of the adjustment as text. For example, the "Berserk" edge applies a +2 bonus to the character's Toughness and a -2 penalty to the character's Parry. Once the derivation details are added, the new script should look like the one shown below. | |||
<pre> | |||
if (field[abilActive].value = 0) then | |||
#traitbonus[trParry] -= 2 | |||
#traitderived[trParry] &= ", Berserk -2" | |||
#traitroll[skFighting] += 2 | |||
#traitbonus[trTough] += 2 | |||
#traitderived[trTough] &= ", Berserk +2" | |||
endif | |||
</pre> |
Revision as of 04:01, 13 January 2009
Context: HL Kit … Authoring Examples … Savage Worlds Walk-Through
Overview
There are a number of refinements that we can make to the interface, and this is probably a good time to do it. We've got all the fundamental mechanics in place now, so we might as well start pulling everything together more solidly.
Using Bitmaps for Dice
The contents of the attribute and skill incrementers currently show the die-type and any adjustment using the format "d6+2". It would be ideal if we actually showed a bitmap for each die-type, since it would tailor things much more closely to how Savage Worlds works. Fortunately, doing this is quite easy.
The Skeleton data files include an assortment of bitmaps for the various die-types. There are bitmaps for use on the screen and within character sheet output. All of these bitmaps are automatically copied into place for your use when you create a new game system. All you need to do is reference them.
We've already centralized all of the handling for what gets displayed into a single place. The field "trtDisplay" contains the text to be output, and the procedure "FinalRoll" handles synthesizing this text. So all we need to do is modify the "FinalRoll" procedure to incorporate the bitmaps instead of using simple text.
Open the file "procedures.dat" and locate the "FinalRoll" procedure. Within this procedure, there is a line that generates the die-type for display by combining the letter "d" with the numeric value. We can easily change this to use the appropriate bitmap instead.
You can insert the bitmap into the text via the use of encoded text. The syntax for inserting a bitmap via encoded text is "{bmp filename}", where filename is the base name of the file to be inserted. Since the die-type bitmaps intended for use on screen are named in the form "d6_screen.bmp", the corresponding encoded text for a d6 should be "{bmp d6_screen}". This means that we can change one line of script code and get the die-type appearing as a bitmap. The new line of code should be the following.
finaltext = "{bmp d" & dietype & "_screen}"
After a little bit of testing, though, the results aren't quite optimal, and we should probably refine the handling a bit. For example, if there is an adjustment made to the final roll (e.g. "d6+2"), the "+2" is a bit too small now. So we'll start by increasing the font size.
The incrementers for showing die-types all use the "incrDie" style, so we'll need to modify it. Open up the file "styles_ui.aug" and locate the style. It currently uses the "fntincrsim" font resource, which is also used by another incrementer, so we can't simply change it. Instead, we need to define a new font resource, which we'll call "fntincrdie". We can define the new resource as part of the style, and we'll pick a size like 54 as a good balance that hopefully won't overshadow the die-type bitmap. This yields a revised style definition like the one below.
<style id="incrDie"> <style_incrementer textcolor="f0f0f0" font="fntincrdie" editable="no" textleft="13" texttop="0" textwidth="44" textheight="20" fullwidth="70" fullheight="20" plusup="incplusup" plusdown="incplusdn" plusoff="incplusof" plusx="59" plusy="0" minusup="incminusup" minusdown="incminusdn" minusoff="incminusof" minusx="0" minusy="0"> </style_incrementer> <resource id="fntincrdie"> <font face="Arial" size="54"> </font> </resource> </style>
If we add the Ace edge and the Boating skill, we can see what this looks like. Unfortunately, this new size is a little too prominent compared to the die-type bitmap, so we need to make it a little less white. This is achieved by modifying the "textcolor" attribute within the style and dialing down the brightness a little bit. We'll pick a value of "c0c0c0" as a good compromise.
This still doesn't look quite right. The "+" looks good, but the numeric adjustment looks a little too frail. We can change the font resource to be bold, but that results in the "+" looking blocky and ugly. What we need is for the "+" to be non-bold and the numeric value to bold. We can accomplish this by revising the procedure a little bit to carve up the bonus into two pieces. The net result is a revised procedure script that looks like below.
~declare variables that are used to communicate with our caller var finaldie as number var finalbonus as number var finaltext as string ~bound our final die type appropriately var final as number final = finaldie if (final < 2) then final = 2 elseif (final > 6) then final = 6 endif ~convert the final value for the trait to the proper die type for display var dietype as number dietype = final * 2 finaltext = "{bmp d" & dietype & "_screen}" ~if there are any bonuses or penalties on the roll, append those the final result if (finalbonus <> 0) then var bonus as string bonus = signed(finalbonus) finaltext &= left(bonus,1) & "{b}" & right(bonus,1) endif
We now have something that will work smoothly, shows the die-type as a bitmap, and looks reasonable.
Explain How Derived Traits Are Calculated
The derived traits are shown on the Basics tab. However, these traits are influenced by a variety of factors. When the user sees one of these traits, it would be incredibly helpful to inform the user how the final value was actually derived for the character. So we'll take the time to add this information now.
The first thing we need to do is provide a place to accrue the derivation details for each derived trait. We can do this by defining a new field for the "Derived" component, which can be found in the file "traits.str". We'll name the new field "trtDerived" and make it a text field with adequate storage for multiple adjustments. This yields a field definition that looks like the one below.
<field id="trtDerived" name="Derivation" type="derived" maxlength="200"> </field>
The next step is to initialize the field to something appropriate for each derived trait. This is easily accomplished by defining the field value within each thing. For example, we can set the initial derivation text for the Pace trait to something like "Base of 6" via the "fieldval" element, as shown below. This should be done for all derived traits within the file "thing_traits.dat".
<fieldval field="trtDerived" value="Base of 6"/>
Throughout the data files, there will be places where each derived field is modified in some way. In each of the locations, the derivation details must be logged at the same time the adjustment is applied. This is achieved by simply appending a suitable, brief description of the adjustment as text. For example, the "Berserk" edge applies a +2 bonus to the character's Toughness and a -2 penalty to the character's Parry. Once the derivation details are added, the new script should look like the one shown below.
if (field[abilActive].value = 0) then #traitbonus[trParry] -= 2 #traitderived[trParry] &= ", Berserk -2" #traitroll[skFighting] += 2 #traitbonus[trTough] += 2 #traitderived[trTough] &= ", Berserk +2" endif