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Community Effort: Feats

Any thought to release a non-feat package?
Since they are optional for character creation, it seems a shame to hold back everything else.
 
For the mechanics of a feat like Ritual Caster that allowed the hero to pick spells, I would have the feat bootstrap a configurable ("Configure" tab in the editor) with the following settings in the Spells section:

Linked Attribute: Intelligence (StandardDC.aINT tag)
Caster Level: Class Level (Helper.ClsCastLev tag)
Spells Total: 2 (cfgMaxSp1 field)
Primary Spell Candidate: Helper.RitualSpel & sLevel.1 (cfgAllwSp1 field)

That would let you add 2 of any level 1 ritual to the hero on the "Ritual Caster" tab. You could use a menu selection to choose which class to restrict it to (and then modify the spell candidate tag expression appropriately), or just define separate "Ritual Caster (Wizard)", "Ritual Caster (Bard)" etc feats for each different class.

The other feats should be able to be implemented in the same with, with configurables - the exception is "Skilled", as I think you currently can't add skill or tool proficiencies via a configurable. We can fix that for next release - until then, you can simply tell the user add the proficiencies manually on the Skills tab.

Hope this helps!
 
That's pretty much how it is working i believe. Tim made a configurable that we are referencing to. I'm currently working on modifying that same concept for Spell Sniper.

Ritual Caster has some more complexity in that we want to allow / guide the user to pick 2 1st level spells but once that is done they need to be able to add more Ritual spells depending on their level.
 
At this stage the pack is much more than just single user files. It has been structured correctly in preparation for an official release file which means we have dependencies coming to and from multiple files.

I'm sure we could make a sub release with little effort but given we are only 3.5 Feats away from full functionality we are driving towards that goal.

Any thought to release a non-feat package?
Since they are optional for character creation, it seems a shame to hold back everything else.
 
That's pretty much how it is working i believe. Tim made a configurable that we are referencing to. I'm currently working on modifying that same concept for Spell Sniper.

Ritual Caster has some more complexity in that we want to allow / guide the user to pick 2 1st level spells but once that is done they need to be able to add more Ritual spells depending on their level.

Right now I think the total number of spells is fixed - we could add the ability to make that a minimum in the next release, but for now it's a fixed value.

Spell Sniper should be able to work the same way, except you're selecting cantrips instead of ritual spells.
 
Yeah it wont take me long to work out Spell Sniper.

Which leave us with:
Martial Adept - No progress
Skilled - No progress but believe this is reliant on new functionality in next patch.
 
@Colen,

For spell sniper, to restrict selection to only cantrips that have an attack roll, i assume i need to add a custom User Tag and then restrict the options to only spells containing that tag.

Sound about right?

~ Set the spell selection expression to only be the selected class
field[cfgAllwSp1].text &= " & (sLevel.0) & (" & tagids[sClass.?,"|"] & ")"
 
The problem is none of the SRD cantrips will have that tag. We can define a new tag for "spell with attack roll" in the next update, and you can use that in the tag expression and in your own spells once it's added.

For Martial Adept, that should be doable with a configurable as well - have it add custom abilities, and set the tag expression properly for battle master maneuvers (we used abCategory.FtrBMasMan in our examples).
 
I added Elemental Adept using the instructions on the front page and came across two issues. Firstly, it won't compile. Error message is:

'pre-requisite rule' script for Thing 'fElemAdept' calls a non-existent procedure for the active script context

I'm assuming this is due to the line
Call 5CHasSpell
but I'm not sure of how to fix it.

I searched around and found the other script for War Caster on page 7 and used it instead and was able to compile and the pre-requisite seems to work.

The second issue I found is that, although I can select the feat, I am unable to choose the damage type. I have added "Energy Type (Base 4)" to the "Select From..." under Item Selection. In the dropdown within the main app however, it just says "Nothing to Select".
 
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I added Elemental Adept using the instructions on the front page and came across two issues.
Elemental Adept currently only works if you have the 5e community pack loaded. This is because I created a "custom" validation procedure that will only work if you have the 5e Pack loaded. I did that as multiple feats needed to do the same logic test. You can tell because the procedure name starts with "5C" which stands for 5e Community.

In addition the custom expression uses Selection Helpers for "Energy Types" that I built for the 5e Pack. :)

Most likely best to just wait out the release of the Pack which should be soon...
 
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For example, I selected the feet, equipped two rapiers, and the print preview shows both rapiers in the main hand and the bonus damage from the ability modifier is not removed from the off-hand weapon.

This could be an issue with the sheet generator, but I thought I'd point it out just in case. Thanks again!
To get the sheet to display correctly you have do a "CTRL-K" and scroll to the bottom and turn on "Always Print 2-Weapon Attacks". Then the sheet will match the UI.
 
The dual wielder feat as listed has a couple of problem:

(1).
If you equip a ranged weapon, such as hand crossbow, it will trigger the AC bonus.

(2).
If you equip a weapon in two hands, such as equipping a longsword in both the main and off hand, it will trigger the AC bonus.

I tinkered around with it, and this seems to get us a few steps closer toward something ideal:

~exit if disabled
doneif (tagis[Helper.Disable] <> 0)

~exit if fewer than two weapons are equipped
~keeps feat from triggering if a one-handed weapon
~is equipped in both hands
doneif (hero.tagcount[Hero.EquipWep] < 2)

~counter variable
field[abValue].value = 0

~add up total number of weapons in character's inventory
~that are equipped in the main hand and the off hand
foreach pick in hero from BaseWep where "(wCategory.Melee)"
if (eachpick.field[gIsEquip].value = 1) then
field[abValue].value += 1
endif
if (eachpick.field[wIs2nd].value = 1)then
field[abValue].value += 1
perform eachpick.assign[wProperty.Light]
endif
nexteach

~exit if there isn't a weapon in both the main hand
~and the off hand
doneif (field[abValue].value < 2)

~add 1 to armor class
hero.childfound[ArmorClass].field[Bonus].value += 1

It's quite inelegant, but there is still so much about the syntax of this scripting language that I don't know. And not having access to the scripts that make up the core 5e SRD rules for Hero Lab is also pretty crippling.

Jamie (CNYGamer)
 
These have all been released in the 5e Community Pack.

Please see the official thread for instructions on how to log issues and requests through to the main GitHub repository. This will ensure issues are properly tracked and maintained.
 
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