Adding regions for a Forgotten Realms campaign
All right, this bit seems really complicated, so I'd appreciate whatever advice/guidance I can get.
I'm prepping HL files for a Forgotten Realms campaign, but they've introduced the concept of character regions. Essentially, the region your character comes from is almost as important as his race. It determines one of the character's bonus languages, the availability of some feats (specific regions are prereqs for some FR feats), and affects some Knowledge skills. So, how do I build in a new widget so the player can choose from a predefined set of regions? Or, do I need to somehow incorporate this into the races? |
Adding regions for a Forgotten Realms campaign
Ravencloak wrote:
> > > All right, this bit seems really complicated, so I'd appreciate whatever > advice/guidance I can get. > > I'm prepping HL files for a Forgotten Realms campaign, but they've > introduced the concept of character regions. Essentially, the region > your character comes from is almost as important as his race. It > determines one of the character's bonus languages, the availability of > some feats (specific regions are prereqs for some FR feats), and affects > some Knowledge skills. > > So, how do I build in a new widget so the player can choose from a > predefined set of regions? Or, do I need to somehow incorporate this > into the races? The easiest way to do this is probably to add a new template (with a +0 level adjustment) for each region. The template can then automatically add the appropriate language, and be a pre-requisite for appropriate feats and knowledge skills. Hope this helps, -- Colen McAlister (colen@wolflair.com) Chief Engineer, Lone Wolf Development http://www.wolflair.com/ |
Thanks, Colen, you've definitely pointed me in the right direction and I see how I can easily bootstrap in automatic languages. However, it's a bit more complicated than that...isn't it always.
They also use these regions to determine which additional bonus languages (beyond those assigned by race) are available to a character. Evidently, in the Forgotten Realms not all languages are available as bonus languages for humans, instead the character's home region determines which languages are available as bonus languages. So, unless I miss my mark, it looks like I need to learn more about scripting and portals. I think that I need to figure out the name of the portal responsible for allowing bonus language picks and then "enable" the appropriate bonus languages by setting their values to 1. I'm certain I'll run into more problems along the way :) but for now I haven't got a clue as to how I identify the name of the portal. While I'd greatly appreciate just getting the name of this specific portal, I'd be even happier if you could tell me in general how to go about "finding" the names of portals. Brian |
Adding regions for a Forgotten Realms campaign
Ravencloak wrote:
> > > Thanks, Colen, you've definitely pointed me in the right direction and I > see how I can easily bootstrap in automatic languages. However, it's a > bit more complicated than that...isn't it always. > > They also use these regions to determine which additional bonus > languages (beyond those assigned by race) are available to a character. > Evidently, in the Forgotten Realms not all languages are available as > bonus languages for humans, instead the character's home region > determines which languages are available as bonus languages. > > So, unless I miss my mark, it looks like I need to learn more about > scripting and portals. I think that I need to figure out the name of the > portal responsible for allowing bonus language picks and then "enable" > the appropriate bonus languages by setting their values to 1. > > I'm certain I'll run into more problems along the way Smile but for now > I haven't got a clue as to how I identify the name of the portal. While > I'd greatly appreciate just getting the name of this specific portal, > I'd be even happier if you could tell me in general how to go about > "finding" the names of portals. I don't think you need to worry about portals for this stuff. Here's what you'll need to do: 1) Create these 'regional' languages in the editor, and mark them as "Secret Languages". This will ensure that humans, half-elves, and other races that can choose "Any" language won't be able to pick them by default. 2) Now, create a script that runs at an early priority, that assigns the "Language" tags for those languages to the hero. For example, let's say that "Gnothic" is a regional language that you want to add. First, you add it as a language with the unique id "lGnothic", and mark it as a secret language. Now, on the "Gnothic Native" template, add a script with phase "First" and priority 10000 that does this: ~ Add the Gnothic language as a possible bonus language var result as number result = hero.assign[Language.lGnothic] This should make the Gnothic language available when that template is taken - otherwise it will be greyed out. Hope this helps, -- Colen McAlister (colen@wolflair.com) Chief Engineer, Lone Wolf Development http://www.wolflair.com/ |
Thanks again, Colen. As usual, I was trying to make things more difficult for myself than necessary. ;)
Your solution works beautifully. One more question. Is there a way to combine multiple "bonus languages" into a single script statement? What you suggested above works just fine, I simply need to enter multiple scripts and increment the index value so they aren't seen as redundant. However, it seems like there ought to be a more elegant way to handle assigning multiple bonus languages in one script. Then again, I've been wrong before. Thanks again, Colen. Brian |
Adding regions for a Forgotten Realms campaign
Ravencloak wrote:
> > > Thanks again, Colen. As usual, I was trying to make things more > difficult for myself than necessary. Wink > > Your solution works beautifully. One more question. Is there a way to > combine multiple "bonus languages" into a single script statement? What > you suggested above works just fine, I simply need to enter multiple > scripts and increment the index value so they aren't seen as redundant. > However, it seems like there ought to be a more elegant way to handle > assigning multiple bonus languages in one script. Then again, I've been > wrong before. You can absolutely do multiple languages in the same script. For example, if you wanted to add Lang1, Lang2 and Lang3: var result as number result = hero.assign[Language.lLang1] result = hero.assign[Language.lLang2] result = hero.assign[Language.lLang3] With the unique ids of the languages changed appropriately. -- Colen McAlister (colen@wolflair.com) Chief Engineer, Lone Wolf Development http://www.wolflair.com/ |
Adding regions for a Forgotten Realms campaign
At 09:01 AM 8/31/2007, you wrote:
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var result as number result = hero.assign[Language.lGnothic] result = hero.assign[Language.lLang2] result = hero.assign[Language.lLang3] .....continue as necessary -Rob |
Lets say you wanted to set up a selection of languages based on race.
I have the code working and it gives no errors (except an editor error) an but it seems to work regardless of the if statements. Secondary tagexpr for pick 'trAglaReg' is scheduled after primary condition test is scheduled (This pick was added from the editor - reloading the game system my fix this problem) Levels/10000 Code:
var result as number |
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The code still gives
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Secondary tagexpr for pick 'trAglaReg' is scheduled after primary condition test is scheduled |
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I have tried all of the timings and three or four different numbers in each timing, and there is no change at all.
I have been trying to get this to work for about a week and a half. Getting slightly frustrating. Even more so since this is holding up my work on the faerun feats because most of them are attached to regions and I don't want to work on them until I have their prereqs down. Attaching File for further review, I have added comments as much as I can for clarity. |
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I'm in New England as well :D soo yeah.. Know all about it.
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More trouble, same as the previous code, it works unpredictably. Its really stumping me and I don't think I can continue. I've tried to examine the Authoring Wiki, but it just makes my head spin, without examples and 'non-technical' explanations.
Post-Levels (Users)/5000 Code:
~ Calculate our total level - our Kundula level plus any 'extra levels' |
Taking a look at this right now. Sorry for the extensive delay.
Update: There's nothing wrong with your code, though I think you would do better to use bootstraps to add languages rather than a script. In any case, from what I can tell, there's something about your file that has gotten corrupted. I saw a note where you had to delete all the old languages and make new ones. I wonder if something happened there. I am going to try to reconstruct this file myself and see if that makes these problems go away. |
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Each region has multiple race options, to use bootstraps I'd need to create one trait for EACH race/region combination. Which I would rather not do if I could avoid it. Quote:
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lChessenta lDamaran lDraconic To do this with a bootstrap, you can use the following condition: Code:
hero#Race.Human | hero#Race.HalfElf Also, on your pre-req for Aglarond, you can reduce all that code to: Code:
validif (tagis[Race.Human] + tagis[Race.HalfElf] + tagis[HasTrait.trPFAdopte] <> 0) Quote:
OK, so I tried to re-create the use file, and I couldn't get rid of the error. So, then I started over, and created a trait called "test". As soon as I add this trait to the portfolio, I get the error. There are no scripts, tags or anything else on this trait. Therefore, I can only conclude that this error is a bug in HL. As frustrating as it is, I think you should just ignore it. The good news is that as a user, you probably won't see it. If you do, it would only be the first time you select it. |
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level = field[xTotalLev].value Final Phase/5000 Code:
~ Calculate our total level - our Kundula level plus any 'extra levels' |
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Alternate Form (1/day) (1/day) And no matter how many levels of the class I have it still shows: Alternate Form (1/day) (1/day) on the Specials tab. |
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level = #levelcount[Fighter] Code:
if (#levelcount[Fighter] >= 20) then |
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if (tagis[Race.Human] + tagis[Race.HalfElf] <> 0) then |
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if (hero.tagis[Race.Human] + hero.tagis[Race.HalfElf] <> 0) then |
Well I've found, the problem I think... I have selected "Secret Language?" checked. I did this to prevent humans from automatically having the language as an option, humans automatically having the faerun languages automatically invalidates the whole purpose of regional languages. Unfortunately, having that selected seems to override the scripts entirely.
I guess I'll just have to deal with the problem. But at least now I have a reason why the scripts were not functioning properly. |
What I did above by adding hero in front of tagis then setting the time to Post-Levels/10000 worked for me with the Secret Language checked on. You do need to make sure you don't have "Don't generate pre-requisite?" unchecked, though.
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I have to uncheck secret to get it to work, and dont generate pre-requisite is unchecked. The script mostly works now, there are a few races that wont work with hero.tagis[Race.?]. Like Grimlock, Hobgoblin, Centaur Koa-toan etc.. Some of the regions check for non-standard races. And the tagis[Race.?] <> 0 doesnt seem to work for bootstrap conditions, it probably uses a different syntax. But I'll figure that out through trial and error (i hope). Other than that, I'm good and just about ready to move on to Feats. Although, I do have a non-code related question. Do you think I should create each indivudual Knoweldge Local (region name) as its own new skill or just bootstrap knowledge local as 'always a class skill?' The Forgotten Realms Campaign Setting seems to list them as separate. Beyond that I want to thank you for your help for this issue. I will post the finished .user file here when I get the regions working fully. |
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[QUOTE] The script mostly works now, there are a few races that wont work with hero.tagis[Race.?]. Like Grimlock, Hobgoblin, Centaur Koa-toan etc.. Some of the regions check for non-standard races. And the tagis[Race.?] <> 0 doesnt seem to work for bootstrap conditions, it probably uses a different syntax. But I'll figure that out through trial and error (i hope). Other than that, I'm good and just about ready to move on to Feats./quote] It's possible something with these races wasn't set up properly. I'll take a look at them and see if anything out of the ordinary is going on. Quote:
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Well, I've gotten the language portion of this settled. An can even force an automatic language to change based on what race (bootstrap conditions).
Here is the next part, and for that I just need a bit of direction. What code may have an example. I want to create drop down list of the available feats that changes based on the heroes race. I can add feats to that list with Custom Expressions. thingid.fXXX|thingid.fXXX. But I cannot figure out how to limit the choices based on what race is selected. Nor can I seem to figure out how add a feat based on the selection. I've looked at Aberrant Blood from LoM, and Draconic Heritage from Complete Arcane for a hint, and I have gotten a lot of information from both, but not quite what I'm looking for. I think I could probably do it using the method from Aberrant Blood if I created a special ability for each feat, (which I'd rather not do). The question I have is, First: Is it even possible to have the choice of feats listed in the drop down menu change BASED on what race you have selected. Two: How does one connect the choice of feat with bootstrapping the feat to the character. |
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if (race1 <> 0) then Two: How does one connect the choice of feat with bootstrapping the feat to the character.[/QUOTE] This is trickier. You can't bootstrap through a script, so the only way to really do this is to bootstrap all of the feats with a conditional. This probably isn't optimal if you have a lot of feats involved. If it's only a few, then it could make sense. My suggestion in this case would be to use the selection to modify the field[Value], and then use that field as your bootstrap condition...unless you are already using that field for something else. |
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Bootstrapping the feats with a conditional, not sure how that work when each race has their own choice of feats for any given region, there is some overlap but not much. Wouldn't bootstraping a feat with a condition to a region would ALWAYS attach that single feat to the region based on the condition regardless of the number of possible feat choices for that race/region combination, Correct? |
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if (feat1) then value = 1 elseif (feat2) then value = 2 endif conditional for feat1: fieldval:Value = 1 Of course, pulling the id of the chosen string and using that to set the value is a bit tricky. You would need to pull the id with something like this: Code:
feat = field[usrChosen1].chosen.idstring Code:
feat1 = "thingid.xxx" |
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With out that I cant do any variable assignments. Trait: Region Aglarond Post-levels/10000 Code:
if (hero.tagis[Race.Human] + hero.tagis[Race.HalfElf] + hero.tagis[HasTrait.trPFAdopte] <> 0) then |
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In the first eval script (First/1000), I added your code for ftCandExpr: Code:
~ Add bonus feat slot, so the user can add their choice of regional feat. Would like to add a dropdown to the trait to choose based on race, but that might be a nightmare. I then made a new script at First/1001: Code:
if (field[fChosen].chosen.tagis[thingid.fRegTretop] <> 0) then And then bootstrapped Treetopper with the following conditional at the default First/10000: Code:
fieldval:hTotal = 1 I also perused the Campaign Setting book real quick to get a better understanding of what you are trying to do. Did they change things around at some point? I only ask because looking at the Campaign Setting there doesn't seem to be a need to change the selection list based on race. Also, I noticed that the list of feats available for Algarond is Discipline, Luck of Heroes and Treetopper. It appears to me that anyone from that region can select any of those regardless of race. Am I wrong? |
I threw Endurance in there so I would know that it was working, ie, would give me a different result for the two different races.
And that works perfectly, I know have a model for all of the regions, nasty work this is. I can see why it hasn't been done. |
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I finished entering the feats for Players Guide to Faerun yesterday, so I'm quite familiar with them and how they interact with regions. I was out for most of the day. But already I have started connecting the regions with them. It takes nearly 10mins for each region... With 81 regions (and I think I am missing some). I am beginning to realize what you meant by, "This probably isn't optimal if you have a lot of feats involved." a few days ago. However, it will be all the more satisfying when it is complete. I predict I should have it all done within a week. Not including races such as, Planetouched, Gnoll, Centaur, Oroc, Tanaruk, as they are either not entered in yet or do not have tags for races. I am hoping I can find a way to speed the process up. The time consuming process is matching the thingid to the list. |
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Gnoll should have the race tag already. The Race.Centaur tag exists but oddly enough the Centaur race wasn't applying it. I don't see the other races in the community set. If you want me to send you the most recent MM1 file, let me know. If there are other races I can apply tags to, let me know that as well. |
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