That would be a really hot topic. Especially if the microwave oven is actually being used.
Just tried unchecking the Use strict Writers' Guidelines compliance while leaving the Use Abbreviations checked. That works. It looks like checking the Writers' Guidelines overrules the ABBREVIATION attribute, even if the Use Abbreviations is also checked. That is behavior I wasn't expecting. P.S. Where can I find the Writers' Guidelines?
I'm not sure what you mean. Checking 6E1 325, Attack Versus Limited Defense is abbreviated to AVLD in the first sentence. On page 326, No Normal Defense is abbreviated NND. Life Support in HD does abbreviate to LS, as well as Professional Skills (PS), Science Skills (SS), and some others appropriately. I'm just wondering why the ABBREVIATION attribute is not working when abbreviations in the Preferences is activated. Never mind. I tried adding WGABBREVIATION="AVLD" and WGABBREVIATION="NND" and they abbreviated appropriately (I copied the XML to another file so the original is not altered). I guess ABBREVIATION cannot work by itself, it must also include WGABBREVIATION. Not sure why that is.
I noticed in the XML that the adder "All Or Nothing" has the ABBREVIATION="NND" on its line. However, when choosing that adder, NND does not appear in the output. When I look closer, the abbreviation "AVLD" isn't in the output either. Example: Choose Blast 1d6. Add AVLD modifier with All Or Nothing checked (I'm not changing the Defense Change or the Defense for the sake of the example). The output is Blast 1d6; Attack Versus Alternate Defense (ED; All Or Nothing; -1/2). That is technically correct, but the expected output should be Blast 1d6; AVLD (ED; NND; -1/2) because of the ABBREVIATION attributes. Preferred output should be Blast 1d6; NND (ED; -1/2). The preferred output would match all the character write-ups that have NNDs in their powers. Not only the abbreviation for AVLD doesn't show up, neither does NND even though both have the ABBREVIATION attribute in the XML and I do have the use abbreviations in the Preferences checked. Using latest build of HD. P.S. I was wondering why NND wasn't showing up until I started looking at the XML. I also just now when I was typing up this question saw that the abbreviation AVLD wasn't showing up either.
Skill template error?
I figured a work around. Reduce the BASECOST of the main skill to 0 and add an ADDER with the title No Culture/Region Choice with BASECOST of 3. All that's left is the part of graying out the other two adders when that is chosen. I'll be looking at examples in the Main6E template where some skills do that.
Ah. I see. I'm still completely flummoxed as how to do the Bribery skill. I probably need to do each as its own skill as a workaround, but I'd rather be able to do it like Computer Programming. But, on the other side, I am learning XML by doing this.
I had a feeling SHOWALIAS was part of the problem since it wasn't defined in the docs. So, by deleting that, the adders should show in the end result. IOW, I can't get the same behavior as Computer Programming then. That's a bummer. I'm not too sure how to do it then. Any hints will be appreciated. I'm trying to add in xml so that I can add the extra stuff from Hero System Skills (6E). So far, I'm up to Bribery (6E Skills book, page 93, subsection Subdividing Bribery). P.S. Right now, you have in the Preferences the Template tab to add 5th edition source books. Will you be eventually doing that with the 6th edition source books (basically a second Template tab labelled "Template 6E")?
I've never heard of Liz Masters. Who is she? My wife had a lightning character back in the 3rd edition days called Johnny B. Goode (which is from Misfits of Science tv show).
This is what I have: <SKILL XMLID="BRIBERY" SHOWDIALOG="Yes" DISPLAY="Bribery" MINCOST="1" FAMILIARITYROLL="8" FAMILIARITYCOST="1" EXCLUSIVE="Yes"> <CHARACTERISTIC_CHOICE> <ITEM CHARACTERISTIC="PRE" BASECOST="3" LVLCOST="2" LVLVAL="1" /> </CHARACTERISTIC_CHOICE> <ADDER XMLID="FIRSTCULTURE" DISPLAY="First Culture or Region" SHOWALIAS="No" BASECOST="2" MINCOST="1" INPUTLABEL="Culture/Region" OTHERINPUT="Yes" EXCLUSIVE="Yes" > </ADDER> <ADDER XMLID="ADDCULTURE" DISPLAY="Additional Culture(s) or Region(s)" SHOWALIAS="No" BASECOST="1" MINCOST="1" INPUTLABEL="Culture(s)/Region(s)" OTHERINPUT="Yes" EXCLUSIVE="Yes"> </ADDER> <DEFINITION>A character with this Interaction Skill knows when to bribe someone, how to approach him, and how much to offer.</DEFINITION> </SKILL> What I expect: The 2 adders to show. Check. What I expect: Checking the first adder box to replace the base cost of the bribery skill with 2. Problem. It adds 2 to the bribery base cost instead. What I expect: Checking the first adder box does not produce an extra "First Culture" box for that adder. Problem. It does. What I expect: Before checking the first adder box, the second adder box to be grayed out. Problem. It's not grayed out. Expected output if adder is not chosen: 3 Bribery 11- Expected output if adder is chosen: 2 Bribery: [culture] 11- What it actually outputs: 5 Bribery 11- I was using the 5th edition computer programming skill as an example. There, the first adder chosen replaces the base cost, not add to it, then all the additional chosen adders add to the first adder chosen. It's probably something simple, but I just can't see it.
The subcontainer SHOWALIAS is not in the HD documentation. What does it do?
My wife wants to build a lightning based character. Teleportation over wires is one form of movement, but she also wants to fly. I'm thinking either Teleportation Usable As Flight; or Flight Usable As Teleportation (both have the 1m = 1m, so it doesn't matter which the UA2nM is on). My question is which way would be better represented. It also would look like that Usable As 2nd Form Of Movement would be a Naked Advantage due the nature of what she wants. Opinions?
Champions the RPG (product #1100) page 230 I'm trying to recreate this item using Hero Designer and I came up with a problem. I understand about Expanded Effect with Variable Effect combo to affect all powers simultaneously for +4. What I don't understand is the next item, Variable Special Effects (eight special effects simultaneously) for +1. Looking up Variable Special Effect ins 6E1 362, the VSE is only +1/2 for all SFX. Where is the creator of this item coming up with the +1? The other problem is the Costs END for -0. Under Suppress 6E1 196, Costs END (to maintain) is a -1/2 limitation, but only if the Constant advantage is applied. However, this item doesn't use the Constant advantage. Also, it doesn't seem to work with the Reduced END (0 END, deactivated by removing cuffs from the victim). This seems to be more in line with the Uncontrolled advantage. The last thing is OAF Fragile. The creator separated this limitation into OAF (-1) and Fragile (-0). In 6E1 378-379, a Fragile focus is only 1 PD/ED (which is an additional -1/4), not 20 PD/ED. I think the creator meant Durable for -0, not Fragile. So, having rebuilt the item from the rules I have the following: Power Negator: Suppress powers 15d6, Variable Special Effects (any SFX; +1/2), Constant (+1/2), Uncontrolled (deactivated by removing cuffs from the victim; +1/2), Expanded Effect (all superhuman powers simultaneously; +4) (975 Active Points); OAF Durable (Only 20 PD/ED; -1), No Range (-1/2), Costs Endurance (to maintain; -1/2), Only Works On Manacled/Restrained Subjects (-1/4). Total cost: 300 points. As you can see I came up with the same active points, but a different total cost. So, my biggest questions are: was the Power Negator in the book wrongly constructed? and the way I did it correct?
I think someplace in the rules it says that house rules are allowed. I like the following rule: Have fun!