The assigned tags behave as if they are part of the defined nature of the pick. Table portals can assign tags to each pick that they add to the hero. The answer to this is the "autotag" element. How do we get the "Helper.Foreign" tag to be assigned to items added via our new table? However, there is one important question we haven't resolved yet. We can then give it a new id, change the List tag expression to only include powers that possess the tag, and revise the various text shown via the scripts. We can modify the "apPowers" table portal on the "Arcane" tab to have a suitable List tag expression, yielding the portal shown below.įor our new table portal on the "Gear" tab, we can start by copying the "apPowers" portal. We also want to change the various text displayed for the header, adding an item, etc. The existing table portal on the "Arcane" tab needs to show powers that do not possess the "Helper.Foreign" tag, which the table on the "Gear" tab only shows powers that do possess the tag. The two tables need to show different collections of powers/gizmos, so we need to use a different List tag expression on each. The question is whether we can also share the same table portal. We can easily share the same template for displaying shared gizmos and powers. Our first task is to decide how we're going to handle shared gizmos on the separate tab. As such, it would probably be better if we added shared gizmos to the "Gear" tab. The problem with this approach is that shared gizmos are more generally perceived as "gear" - instead of arcane powers by - by characters that are using them. If we always showed the "Arcane" tab, then shared gizmos could be handled on it. We currently only show the "Arcane" tab when a character has an arcane background, but we could always change that behavior. Gizmos that are shared need to be managed appropriately by the user. We'll worry about how and when to assign these tags in the next section. For simplicity, we'll just define these tags within the "Helper" tag group, and the new tags should look like below. We'll refer to borrowed gizmos as "foreign" gizmos, and we can handle this distinction via a second tag. We also need to differentiate between gizmos created by the character and gizmos borrowed from another character. We need to identify gizmos in general, which can be handled via one tag. We're actually going to have two different types of gizmos when we're finished. Since the changes we need to make aren't very complicated, using a tag ought to be more than adequate, so we'll give this approach a try. An easier solution might be to just add the gizmo behaviors to the "Power" component and then use a tag to indicate whether a power is actually a gizmo. This means that the various new components we're considering would each be relatively small. In addition, there are only two pieces of new information that need to be tracked for powers. they add behaviors but don't change any behaviors). Gizmos are a proper superset of powers (i.e. While this approach would definitely work, it's a non-trivial amount of work, so we should only go that route if it's truly necessary. This would entail adding a new component set for gizmos as well. We could define a new "base" component that has all the common behaviors of the two, then have separate "Power" and "Gizmo" components with the distinct behaviors. One option would be to handle gizmos and powers much like we do weapons. The first thing we need to resolve is how we're going to differentiate a gizmo from a normal power.
![weird science tab weird science tab](https://i.ebayimg.com/images/g/ZCYAAOSwnw5d2EXl/s-l300.jpg)
We even have to handle the case where a weird scientist has both his own gizmos and gizmos created by others. We therefore have to allow all characters to possess gizmos, and gizmos from other characters must allow the player to specify the number of power points available to each gizmo. This means that a character with no arcane background can possess a gizmo.
![weird science tab weird science tab](https://i.ebayimg.com/images/g/uBEAAOSwjytdWG-E/s-l400.jpg)
The final wrinkle with gizmos is that they can be shared. That means we need to integrate the proper handling for trackers into gizmos and display them on the "In-Play" tab so that user can manage them. This pool needs to be tracked independently for each gizmo. Gizmos are devices, so they each have their own pool of power points. We need to track the associated skill for each gizmo and allow the user to specify that skill. However, a "ray gun" gizmo might use the "Shooting" skill instead. In general, the use of a gizmo entails use of the "Weird Science" skill.
![weird science tab weird science tab](https://d1466nnw0ex81e.cloudfront.net/n_iv/600/692793.jpg)
![weird science tab weird science tab](https://pmnews.net/wp-content/uploads/2021/05/nmprofetimg-1938.png)
In addition to the power itself, gizmos need to be controlled. Gizmos are a special variety of arcane power.
#WEIRD SCIENCE TAB SERIES#
This results in a series of steps that we'll address one at a time. The actual changes are not complex, but there are a variety of issues that need to be considered.
#WEIRD SCIENCE TAB FULL#
We're going to dedicate a full section to this topic.