11-27-2010, 11:35 AM | #1 | |
Join Date: Dec 2006
Location: East Grand Forks, MN USA
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aa() system tag
The GCAWiki includes the following paragraph on the aa() tag.
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11-29-2010, 04:17 PM | #2 |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: aa() system tag
There's no simple way to fill arbitrary tags for things in templates. However, you may be able to use replacetags() for this purpose:
ReplaceTags( in "ST:ST" with "up(5/10), down(-5/-10)", in all "SK:No-Landing Extraction" with "cat(Military), page(CI151)") This allows targeting arbitrary traits with replacements for tag values. There's also mergetags() if saving prior values is important (and possible; it often is not given how many tags are single value only): MergeTags( in "SK:Forward Observer" with "cat(Military), page(CI151)", in "SK:Darts" with "cat(Hobby), page(CI146)") Sorry there's nothing more obviously designed for easily including stuff like aa() into these things. The alternative, and not a great one, is to include the full definition of the armor items as a creates(), and include the aa() tag. Armin
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
11-29-2010, 04:20 PM | #3 | |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: aa() system tag
Quote:
Armin
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
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11-30-2010, 07:46 PM | #4 |
Join Date: Dec 2006
Location: East Grand Forks, MN USA
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Re: aa() system tag
Thanks for your suggestions, Armin.
I tested each of them, and they all work just fine for setting the aa(1) tag for my purposes. However, I discovered setting aa(1) for the item was not the whole answer to having GCA recognize it as applied. As the GCAWiki stated, changing the aa() tag will have no effect on the character until the Protection window is opened and the tags are read, allowing GCA to reconfigure the armor settings. I had hoped for GCA to read the aa(1) tag status upon opening the Protection window, or the Apply Armor tab. It turns out that while the newly programmed status of the tag is correctly displayed for the item in the armor list of the Apply Armor tab, the armor settings (DR bonus) are not applied to the character until the user actually changes the status of one of the armor pieces in the list. It is only when the user clicks an armor piece check box that all the effects of the new aa(1) tags are read and applied. Otherwise, leaving the Apply Armor tab and even closing the Protection window does not update the armor settings to match with the aa() tag settings. Is there another tag I can set to cause GCA to read the aa() tags without requiring user interaction? Here is a bare-bones template to demonstrate the three methods of setting aa(1). I've also included Bronze Armbands as a check vs. how the aa(1) items are handled in the Protection window. Code:
[Templates] Armor Test, 0, owns(yes), locks(yes), hides(yes), adds(_ EQ:Bronze Armbands#DoNotOwn, EQ:Scale Armor#DoNotOwn, EQ:Heavy Gauntlets#DoNotOwn _ with "{Dungeon Fantasy: Oversized, *2, shortname(Oversized), page(DF1:28), gives(*2 to owner::baseweight)}" _ ), replacetags(in "EQ:Scale Armor" with "aa(1)"), mergetags(in "EQ:Heavy Gauntlets" with "aa(1)"), creates(_ {EQ:Bronze Greaves, techlvl(1), location(legs), aa(1), dr(3), basecost(270), baseweight(17), lc(4), page(B283), mods(Equipment), precountcost(270), precountweight(17), description(TL:1 LC:4 DR:3 Locations: legs), cat(Armor - Low Tech Limb Armor)#DoNotOwn} _ ) |
12-01-2010, 12:42 PM | #5 | ||
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: aa() system tag
Quote:
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This was one of those things where I decided that rarely used code would stay in the specialty window, rather than constantly being included in character recalcs, where it would usually just slow things down, rather than actually add much usefulness. Clearly, that doesn't work for what you want to do, but we're stuck with it until I can change chunks of code around, which has to compete with other things I want to accomplish. I'm putting it on the to-do list, though.
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
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12-01-2010, 05:40 PM | #6 |
Join Date: Dec 2006
Location: East Grand Forks, MN USA
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Re: aa() system tag
Thanks for looking into the matter for me, Armin.
I'll just put the aa() tag project on my virtual shelf for the time being, and keep an eye open for the recalc in Protection window functionality should it make it into a future GCA release. |
11-19-2019, 01:15 PM | #7 |
Join Date: Aug 2005
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Re: aa() system tag
This answers the question i was going to ask about the aa() tag not automatically updating.
Useful things these forums.
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Kheldar If I could think of something witty to put here, I would... |
11-19-2019, 02:33 PM | #8 |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: aa() system tag
I would like to mention that things will change quite a bit in GCA5. You will be able to apply different armor for different loadouts, so the handling of active/applied armor is handled very differently internally than it is in GCA4.
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
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