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-   -   GURPS Monster Hunters 1 - preliminary data file. Anyone want to finish it? (https://forums.sjgames.com/showthread.php?t=78686)

RobKamm 08-16-2011 10:56 PM

Re: GURPS Monster Hunters 1 - preliminary data file. Anyone want to finish it?
 
Quote:

Originally Posted by Rev. Pee Kitty (Post 1232676)
And then every time a book adds a new motivation lens, you have to make 20 new versions of it instead of one. And if there's a new template introduced in MH7,

Shall we alert the Speculation thread? Care to give us a hint about the topic? Number seven ought, I think, either focus on Luck or classic cars...

Daeglan 08-16-2011 10:57 PM

Re: GURPS Monster Hunters 1 - preliminary data file. Anyone want to finish it?
 
Yeah. It is a sucky solution. But everything I hear about the other way seems to say GCA kind of chokes on it at the moment. And I would rather have the templates functioning even if it is not optimal.

It would be nice to see the program updated to better handle things but I haven't seen any indication that is happening anytime soon.

ericbsmith 08-16-2011 11:02 PM

Re: GURPS Monster Hunters 1 - preliminary data file. Anyone want to finish it?
 
Quote:

Originally Posted by Daeglan (Post 1232683)
And I would rather have the templates functioning even if it is not optimal.

You didn't describe a non-optimal solution, you described an almost unworkable one which becomes more and more unworkable as the Monster Hunters series grows. The complexity of it would virtually guarantee no support at all.

As a non-programmer I don't necessarily expect you to understand why your solution is just not a workable solution as Rob and RPK describe, but trust us when we say that it's pretty much an unworkable solution. Programs are written in small chunks for a reason; duplication of code on a major level ("copy/paste" as you described it) makes programs just plain unworkable.

ericbsmith 08-16-2011 11:08 PM

Re: GURPS Monster Hunters 1 - preliminary data file. Anyone want to finish it?
 
Quote:

Originally Posted by RobKamm (Post 1231848)
I've been playing with the Commando template with an eye towards testing Eric's possible solution. Sadly, no, adding the aliaslist to the subsequent select list doesn't seem to work (but it doesn't crash the program, so that's something).

My guess would be you had a formatting problem. Here's a working test template that implements the solution I described.

Code:

<Character Templates>
_Test, 0,
                select1(text("Choose one:"), pointswanted(atleast 1), itemswanted(1),
                        list(_
                        %skillaliaslist%_
                                )_
                ),
        x(_
                #ChoiceList(_
                                name(skill),
                                title(Title),
                                text(Please select one:),
                                picksallowed(1),
                                method(bynumber),
                                list(_
                                                GroupA,
                                                GroupB_
                                        ),
                                aliaslist(_
                                        {"SK:Alchemy", "SK:Axe/Mace", "SK:Body Control"},
                                        {"SK:Computer Hacking", "SK:Herb Lore", "SK:Musical Influence"}_
                                        )_
                                )_
                )

Note that with the current beta Armin has added the ability to have 5 additional Aliaslists, meaning you could have one for Advantages, Disadvantages, Skills, and still have 3 left over for other possible position dumps. If you think it would be a good idea to pursue writing the templates in this direction drop me a PM and we can discuss things in a lot more detail.



Quote:

Originally Posted by RobKamm (Post 1231848)
I'm thinking that we'll have to use the alternative technique. Have a hidden attribute, call it MotivationalLensCount, that defaults to 0. Each lens then gives(+1 to ST:MotivationalLens). Then include a needs(ST:MotivationalLens = 1) in the character templates. This will leave an unfulfilled needs in GCA that can be picked up by the user by going in and selecting an appropriate lens from a separate list of templates.

To me it seems this can best be accomplished with a very simple needs check, which you used in the Actions data file:
needs((TE:Template A | TE:Template B | TE:Template C | 1 "TECAT:Character Template - Monster Hunters - Motivational Lens"))

PK 08-17-2011 01:39 AM

Re: GURPS Monster Hunters 1 - preliminary data file. Anyone want to finish it?
 
Quote:

Originally Posted by RobKamm (Post 1232682)
Shall we alert the Speculation thread? Care to give us a hint about the topic? Number seven ought, I think, either focus on Luck or classic cars...

I'm thinking 7 will be the MH supplement on food. Carbing up is very important for hunters, after all. I'm going to save classic cars for MH11 -- it just makes sense, since that'll be the supplement that introduces rules for building vehicles by choosing the tires. You know: Pick your width, the type of rubber, etc., plug 'em into the formula, and end up with vehicle stats -- a literal "bottom-up" approach. :)

Daeglan 08-17-2011 01:46 AM

Re: GURPS Monster Hunters 1 - preliminary data file. Anyone want to finish it?
 
Quote:

Originally Posted by Rev. Pee Kitty (Post 1232721)
I'm thinking 7 will be the MH supplement on food. Carbing up is very important for hunters, after all. I'm going to save classic cars for MH11 -- it just makes sense, since that'll be the supplement that introduces rules for building vehicles by choosing the tires. You know: Pick your width, the type of rubber, etc., plug 'em into the formula, and end up with vehicle stats -- a literal "bottom-up" approach. :)


Me I'm just curious when we get MH5 and when :) I am hoping more monsters to kill.

RobKamm 08-17-2011 06:51 AM

Re: GURPS Monster Hunters 1 - preliminary data file. Anyone want to finish it?
 
Quote:

Originally Posted by ericbsmith (Post 1232692)
My guess would be you had a formatting problem. Here's a working test template that implements the solution I described.

Certainly possible. I'll look at it again. It would be much cleaner than my current dummy-trait...

Quote:

Note that with the current beta Armin has added the ability to have 5 additional Aliaslists, meaning you could have one for Advantages, Disadvantages, Skills, and still have 3 left over for other possible position dumps. If you think it would be a good idea to pursue writing the templates in this direction drop me a PM and we can discuss things in a lot more detail.
Okay. Not today, working late.

Quote:

To me it seems this can best be accomplished with a very simple needs check, which you used in the Actions data file:
needs((TE:Template A | TE:Template B | TE:Template C | 1 "TECAT:Character Template - Monster Hunters - Motivational Lens"))
It never occured to me to try needs on a TECAT. Much better. THANKS!

PK 08-17-2011 03:51 PM

Re: GURPS Monster Hunters 1 - preliminary data file. Anyone want to finish it?
 
Attention: Thomas brought a few errors to my attention. Nothing huge, but a few things didn't have proper point costs. Please re-download it and use the new version. Thanks!

Prime Evil 08-18-2011 07:52 AM

Re: GURPS Monster Hunters 1 - preliminary data file. Anyone want to finish it?
 
Quote:

Originally Posted by Rev. Pee Kitty (Post 1232721)
I'm going to save classic cars for MH11 -- it just makes sense, since that'll be the supplement that introduces rules for building vehicles by choosing the tires. You know: Pick your width, the type of rubber, etc., plug 'em into the formula, and end up with vehicle stats -- a literal "bottom-up" approach. :)

Oooohhhh.....So that implies that the Vehicle Design System will be out before MH11! You heard it right here folks! *ducks and runs for cover*

ericbsmith 08-18-2011 10:55 PM

Re: GURPS Monster Hunters 1 - preliminary data file. Anyone want to finish it?
 
Quote:

Originally Posted by Daeglan (Post 1232683)
Yeah. It is a sucky solution. But everything I hear about the other way seems to say GCA kind of chokes on it at the moment. And I would rather have the templates functioning even if it is not optimal.

It would be nice to see the program updated to better handle things but I haven't seen any indication that is happening anytime soon.

Just to add a note here, talking this over with Rob I came upon an idea on how to handle the Monster Hunter style Lens/Template relationship that will allow complete functionality, including modified advantage/disadvantage selection groups based on the applied Motivational Lens. And this solution we're working on will be FAR less complex, and take FAR less time to implement, than trying to do things the brute force way and make a hundred plus Lens/Template combinations.


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