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Thread: war of the dead

  1. #1
    tlavalle's Avatar
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    war of the dead

    is there a mod for ext for war of the dead, or how do i add the shamblers?

  2. #2
    Is there something special about them?
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    "Mad Science" means never stopping to ask "what's the worst thing that could happen?" -- Maxim 14 of The Seventy Maxims of Maximally Effective Mercenaries
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  3. #3
    tlavalle's Avatar
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    there are more then just the zombies from the book. plus more abilities

  4. #4
    Quote Originally Posted by tlavalle View Post
    is there a mod for ext for war of the dead, or how do i add the shamblers?
    Oh. mod OR ext. I was wondering what needed specially fixed for that PPC that required an extension. Edges and Hindrances, and Powers are pretty easy to do, though I don't anything from it.
    Location: Central Pa (East -5)
    Ultimate License Holder
    Current Campaign: Necessary Evil
    Current Project: Dawn of Daikaiju: Converting, Deadlands: Reloaded The last Sons - Quality Assurance Checking
    Discord: Mgrancey#4994
    "Mad Science" means never stopping to ask "what's the worst thing that could happen?" -- Maxim 14 of The Seventy Maxims of Maximally Effective Mercenaries
    Adventure: Keep Living Life Like There's No Tomorrow and You'll Eventually Be Right,

  5. #5
    tlavalle's Avatar
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    i wonder how it would done I have tried to follow the tutorials but seem to get lost.

  6. #6
    Depending on how well you know XML how helpful this is or not. I am assuming that you have at least some understanding of Programming.

    The simplest way to get started is to find a similar module for the same rules set and copy and work from there.

    Edges and Hindrances use the exact same format, this is the template that I use for creating Hindrances and Edges. They are linked too using the class 'sw_referencefeat'

    Code:
    < > 
    	<name type="string"> [Major/Minor]</name>
    	<type type="string">Hindrance</type>
    	<mult type="number">0</mult>
    	<stack type="number">0</stack>
    	<prerequisites type="string"> </prerequisites>
    	<benefit type="formattedtext">
    		<p> </p>
    	</benefit>
    </ >
    < >
    	<name type="string"> </name>
    	<type type="string">Edge</type>
    	<mult type="number">0</mult>
    	<stack type="number">0</stack>
    	<prerequisites type="string"> </prerequisites>
    	<benefit type="formattedtext">
    		<p>	</p>
    	 </benefit>
    </ >
    As far as stack and mult go, these should almost aways being 0 (Used as a Boolean)

    For Monstrous abilities simply use an appended feat structure of Name, type, and benefit.


    Now the more complicate part of assembling a mod is the library section. For a quick and simple method use this structure.

    Code:
    <?xml version="1.0" encoding="ISO-8859-1"?>
    <!-- Copyright SmiteWorks USA, LLC., 2011  -->
    <root version="2.0">
         <library>
              <wotdmod static="true">
                     <name type="string">War of the Dead Module</name> <!-- ID A -->
    			<catname type="string">WotD</catname>
    			<categoryname type="string">War of the Dead</categoryname>
    			<entries>
    				<chap000> <!-- This is for an individual link in the library right side, in the SWDxPG: Credits/Legal, Quick Links, Introduction -->
    					<librarylink type="windowreference">
    						 <class>sw_referenceindex</class> <!-- This references the type of window to open, the 'Artwork' pages are an example of these -->
    						<recordname>..</recordname>
    					</librarylink>
    					<name type="string">Edges </name> <!-- Name displayed in library -->
    					 <description type="formattedtext">
    						<p> </p>
    					 </description>
    					<index> <-- These are for each item in the index, you will have one for each edge, hindrance, or monsterous ability -->
    						<sec-001>
    							<listlink type="windowreference">
    								<class>sw_referencefeat</class> 
    								<recordname>reference.edges._____</recordname> <!-- the location for actual data about item, last part is where you would put what you id'd the actual item as -->
    							</listlink>
     							<name type="string"> </name> <!-- Name displayed in index-->
    						</sec-001>
                                           </index>
    			         </chap000>
    			</entries>   
              </wotdmod> 
         </library>
         <reference>
              <edges>
              </edges>
    
              <hindrances>
              </hindrances>
    
              <monsterabilities>
              </monsterabilities>
         </reference>
    </root>
    The other important file is the definition which is just a pointer and filter for the rest of the module

    Code:
    <?xml version="1.0" encoding="iso-8859-1"?>
    <!-- Copyright SmiteWorks USA, LLC., 2011  -->
    <root>
    	<name>War of the Dead Module</name> <!-- Must be exact same as First name tag, ID A -->
    	<author>Whoever wrote war of the dead and yourself</author>
    	<ruleset>SavageWorlds</ruleset>
    </root>
    Location: Central Pa (East -5)
    Ultimate License Holder
    Current Campaign: Necessary Evil
    Current Project: Dawn of Daikaiju: Converting, Deadlands: Reloaded The last Sons - Quality Assurance Checking
    Discord: Mgrancey#4994
    "Mad Science" means never stopping to ask "what's the worst thing that could happen?" -- Maxim 14 of The Seventy Maxims of Maximally Effective Mercenaries
    Adventure: Keep Living Life Like There's No Tomorrow and You'll Eventually Be Right,

  7. #7
    tlavalle's Avatar
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    ok, i understand xml well. i code alot of webpages.i just need a starting point. thanks.

  8. #8
    Mask_of_winter's Avatar
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    Click on NPC, create new and enter the stats. It's time consuming but I don't see how you would need an extension or module for them.
    Writer for Just Insert Imagination and co-host of the Wild Die Podcast.
    Find me on G+ to get in on one-shots, check out my YouTube and Twitch channel and follow me on Twitter @Mask_of_Winter

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