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jdale

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jdale
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  • If you click Help in the program, then go to "General Files - A Crash Course" in the contents, it will walk you through the process. IPP is not exactly a programming language. It's a text-replacement engine, with some programming features. If you a…
  • Max is just a list of values, separated by commas, and it returns whichever value is highest. So for example: max(1,2) = 2 max(1,2,3,4,5,6,7) = 7 You can have as many values listed there as you want. When it says max(n1,n2,...,nN) what that means…
  • ceil(n) rounds up to an integer, but 0, -1, -2, etc are perfectly valid integers. It would only round up to 1 if the value was greater than 0 but less than 1. What you want is max() like this: ``{max(1,{1d100}+{fmod})} It will result in your calc…
  • Looks fine to me, but I don't have the files you are referencing except nbos\Animals.ipt. I did delete all the other stuff to ensure I could get results from the tables in Animals.ipt, and that worked just fine. Make sure your generators are in the…
  • The range of values is 3-70, and the range of values on the lookup table is 1-40. You should adjust one of those to match the other. The number of dice is potentially very high, i.e. up to 12d5. The more dice you roll, the more likely the result wi…
  • The links seem to be taking out the / between the .com and discussion. If you edit the URL to put that / back where it belongs, they still work. A question for the site mods why that is happening....
  • Round would probably give you zero if it doesn't think the value is a number. For example you might have a stray space in there.
  • Possibly because there are no table lines in humanstats. You only have lines with Set, so it expects at least one line of table data after that.
  • I frequently need multiple tries to get that right!
  • Here's an example from one of my generators: {{1d{3+{$LevelMod}}+1} + {max(0,{{4d3}+{$LevelMod}-9})}}
  • If you enclose paragraphs in paragraph tags, p and /p, it's going to space them like paragraphs. You can do line breaks instead: I tried adding top and bottom padding and margins to make the spacing smaller but that doesn't seem to work.
    in Hanging Indent Comment by jdale March 28
  • Just tried it, it works, but you need to use regular quotes, not left and right quotes the way you have it. Lots of text. To figure this out, I right-clicked on the output and used View Source to see what I was really getting. At that point it was…
    in Hanging Indent Comment by jdale March 26
  • Oh, you really mean Basic. That takes me back to when I first started gaming!
  • Ok, so you are picking X number of skills and sorting them. One possible skill is actually multiple skills in their own list. I'm not sure the issue there has anything to do with external files. Here's a stupid generator I made to test this: Table:…
  • The limit on the length of dictionary table keys is a little restrictive, but you can use a dictionary table to expand them to full length. E.g. you randomly determine the skill is AnimHand but you display it as [@{$Skill} FullSkillName] to expand t…
  • I guess I'd have to see what the code looks like.
  • I don't think you can do that with a simple weighted table. But two ways you could achieve that: * Use two different tables. Call the table as tablename{prompt1} and then have tables tablenameYes and tablenameNo. * Use a lookup table rather than a…
  • I think you are trying to look up Common, Uncommon, or Rare on Table DieRoll, which is why you have picked a Dictionary table. But you're calling that table with a numeric value. If you want to look up the value of prompt1 on that table, you would u…
  • Kind of pointless to use deck picks, but then shuffle the table every draw. But always nice to have different kinds of treasure.
  • Ok, so the important part is really just this: [@VehicleType] [when not] [@VehicleType] = None [do] and have the special focus of...[end] The issue here is that when you ask whether @VehicleType = None, it's not using the first value of @VehicleT…
  • You're so close! It works, you just need that 1d4 to be in curly brackets: 8:[!{1d4} DamageType >> implode] Also, you don't need those Shuffle lines. Initially, everything is available to be picked. If the generator runs multiple times, ever…
  • More recent generators to keep this thread current: Traps: http://forum.nbos.com/discussion/1912/its-a-trap#latest GURPS generic mundane NPC generator at the end of http://forum.nbos.com/discussion/1927/variable-inline-variable-assignment-help#lat…
  • Thanks for sharing! I think that's 4th edition? Doesn't look bad on first glance to me. It's pretty long but that's the nature of those lists. My NPC generator for the upcoming edition of Rolemaster is 75% as big but doesn't include names. ( http:/…
  • In the code as we have it, you can't use >> Sort because table Skills doesn't actually return anything to sort. It just silently puts some things in variables. To sort, it would need to return some actual text. So, instead of adding the skill…
  • Yes, that's possible. Please see my last example in the post above. I did exactly that, putting the list of skills into a variable called Skills. Also, I'm not sure why I didn't notice earlier that this is GURPS. The point of assigning an initial…
  • Yes, that's a good suggestion, I lost track of that part of the rules you are trying to implement.
  • In the help, look under Generator Files and then Expressions and then Built In Functions. Here's the list of math functions which answers your question about that: max(n1, n2,...,nN) - the maximum value of any number of passed values. min(n1,…
  • I think you were on the right track having a Parry variable and then, each time you calculate the parry for a particular skill, replace that Parry with the new value if it's higher. Personally I would do that as {Parry==max({Par1},{Par2})} rather th…
  • I think you are asking about this part: {{PAR2}=={!floor( ({brawlingskill} / 2) + 3)}} You shouldn't have curly brackets around PAR2 there. IPP thinks you are making a comparison, it's reading this as a question "is PAR2 equal to this value I'm ca…
  • It's treating 0004 as a number, so it just becomes 4. Add a letter if you want to treat it as a string (e.g. T0004). Or change the DieRoll table to be a lookup instead of a dictionary table. You also don't have any value to look up on table 0004. T…