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-   -   Class skill code... need some help (http://forums.wolflair.com/showthread.php?t=12488)

Dark Lord Galen September 21st, 2018 06:13 AM

Since I did manage to find the correct tab to play in.... heheh
This does prose a different question since I have a semi-captive" audience...
In skills there is a "linked Attribute" that will add that bonus to the skill. But with this particular skill it grants +1% per point of intelligence not the modifier. So how would I approach that in an eval script?

Sendric September 21st, 2018 06:44 AM

Quote:

Originally Posted by Dark Lord Galen (Post 270679)
Since I did manage to find the correct tab to play in.... heheh
This does prose a different question since I have a semi-captive" audience...
In skills there is a "linked Attribute" that will add that bonus to the skill. But with this particular skill it grants +1% per point of intelligence not the modifier. So how would I approach that in an eval script?

Does this mean if my character has a 10 INT, he would gain a 10% increase in his skill? If so, 10% of what?

Regardless, an eval script seems more than capable of handling this. You'll probably want to use hero.child[aINT].field[aFinalVal].value as your percentage score than multiply it by whatever your base is and add the result to the skill as a bonus.

Dark Lord Galen September 21st, 2018 07:15 AM

Quote:

Originally Posted by Sendric (Post 270681)
Does this mean if my character has a 10 INT, he would gain a 10% increase in his skill? If so, 10% of what?

Sorry I left you in the dark.. Since the bulk of The World of Greyhawk setting was written based on a 2e platform, rolls were set to a percentage...
For simplicity sake I have made a table decision in this case to "convert" that value one for one as an ability modifier to be in sync with the spirit of the 2e history yet modernizing to use a 3.5 skill /DC guideline...

So in this case, the original 2e had that chance to successfully understand set at 30% +1% per point of intelligence. Making even a genius level of intelligence have just under 50/50 chance of success.
So to mimic in 3.5e An 18 in intelligence would add 18 skill points yielding 9 skill points to add to the cross class skill Gnarley Secret Sign.
To conclude, this would make the wizard with the same intelligence in both 2e & 3.5e with no ranks in Gnarely Secret Sign to have just slightly less than 50% if the DC was set at DC20.

So that defines where I would like to end up, now to reverse engineer.

Quote:

Originally Posted by Sendric (Post 270681)
Regardless, an eval script seems more than capable of handling this. You'll probably want to use hero.child[aINT].field[aFinalVal].value as your percentage score than multiply it by whatever your base is and add the result to the skill as a bonus.

And with the above what phase and priority would be best?
I presume post attribute (since user phases are presumably being phased out?) and maybe 10,000?

Thanks again for rapid feedback

Sendric September 21st, 2018 07:23 AM

Quote:

Originally Posted by Dark Lord Galen (Post 270682)
And with the above what phase and priority would be best?
I presume post attribute (since user phases are presumably being phased out?) and maybe 10,000?

Thanks again for rapid feedback

Yes, post-attributes/10000 should work.

PS. This feels more like it being just a secret language than a skill. If a character has a percentage chance to learn it, then either they learn it or they don't....kinda like the druid language.

Dark Lord Galen September 21st, 2018 08:19 AM

Ok, Set Phase and Priority as noted above but still getting tripped up by something minor.
Getting an error when testing from "eval" script for Thing KGHGnScSgn (Skill Greyhawk Gnarley Secret Sign ID) on line 2 > Unspecified error parsing script.

Below is the script, not seeing the obvious I guess

~Modifier to account for additional Intelligence~~
[Totals].hero.child[aINT].field[aFinalVal].value + round(field[kUserPts].value, 0, -1)

Dark Lord Galen September 21st, 2018 08:39 AM

Quote:

Originally Posted by Sendric (Post 270684)
PS. This feels more like it being just a secret language than a skill. If a character has a percentage chance to learn it, then either they learn it or they don't....kinda like the druid language.

True can see that perspective, and is called a "language of sorts" in 2e, yet is one of few that had a % roll to discern what was being communicated... Hind sight for the 2e bunch would have been to make it a form of communication as apposed to a fully-blown language, but they at the time (talking with Eric Mona & Skip Willaims) didn't consider that when the mechanics changed and verbage became cloudy.
The full context description of the "Skill" is as follows:
Quote:

Gnarley rangers have an equally complex set of signals in the form of terrain markers: scratches left on trees, a wedge cut out of a capped fungus, interweaving of small branches or ferns, and the like.
These signals generally indicate fairly simple things, often warnings relating to dangerous terrain, crossings, traps or monsters (kech, orcs, etc.).

Gnarley rangers of any level are proficient in this signaling system, and nonGnarley rangers will not be able to recognize it unless taught by one of their brethren who knows it well.

Most Gnarley woodsmen know something of this signaling system (A successful Know Local: Verbobonc, Dyvers, Celene, Wildcoast DC15) , since rangers often leave signs to warn them of perils and hazards.
Red text added to bring to a 3.5e game mechanic.

It would be akin to calling stop signs, oneway street, safe camp ahead, or water source this way.... a language...

Plus it also works with a Spot check if noticed, but meaning may not be known.

Sendric September 21st, 2018 08:48 AM

Quote:

Originally Posted by Dark Lord Galen (Post 270687)
Ok, Set Phase and Priority as noted above but still getting tripped up by something minor.
Getting an error when testing from "eval" script for Thing KGHGnScSgn (Skill Greyhawk Gnarley Secret Sign ID) on line 2 > Unspecified error parsing script.

Below is the script, not seeing the obvious I guess

~Modifier to account for additional Intelligence~~
[Totals].hero.child[aINT].field[aFinalVal].value + round(field[kUserPts].value, 0, -1)

Red text looks fishy to me. Blue text should be += perhaps?

Sendric September 21st, 2018 08:51 AM

Quote:

Originally Posted by Dark Lord Galen (Post 270688)
It would be akin to calling stop signs, oneway street, safe camp ahead, or water source this way.... a language...

Plus it also works with a Spot check if noticed, but meaning may not be known.

I guess that all makes sense well enough then. As much as anything from 2e makes sense anyway.

Dark Lord Galen September 21st, 2018 09:07 AM

Quote:

Originally Posted by Sendric (Post 270689)
Red text looks fishy to me. Blue text should be += perhaps?

I tossed in the [Totals] from another script trying to get the two to sum. Removing it and adding the = as suggested removes the error, but doesn't seem to acknowledge the add of the intelligence attribute points to the skillpoints.:confused:

Sendric September 21st, 2018 09:08 AM

Quote:

Originally Posted by Dark Lord Galen (Post 270692)
I tossed in the [Totals] from another script trying to get the two to sum. Removing it and adding the = as suggested removes the error, but doesn't seem to acknowledge the add of the intelligence attribute points to the skillpoints.:confused:

Can you give me the entire script? I feel like there should be more to this that I'm not seeing.


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