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Monster using hexes

frumple

Well-known member
I have a monster that can use witch hexes (as a witch of level equal to its HD). Ideas on how to implement, or am I going to have to make Racial Specials of each hex?
 
Selects the hex as a witch of its HD. So at 4HD it would select 3 hexes.

I am trying to figure out a way to use tag assignment on Custom Abilities (where the hexes are) to add the tag SpecSource.RACE_ID to each hex. However I don't know if Custom Abilities have their own container or component context which I can use in a foreach statement.
 
Re-make the ones you need as racial abilities. Things made for classes cannot be used for races.
 
Ah I was afraid of that. Oh well, back to coding. *cracking knuckles*
Yea I found the same thing out when doing my Mtyhic Playtest.

On the good side RAW XML is very handy. You could make the Copies of the Hex's and save to the .user file. Then you just have to change the RAW XML
Code:
compset="CustomSpec"
to
Code:
compset="RaceCustom"
on each Thing.

Other than that I don't remember changing anything actually. a Custom Ability and a Racial Custom are pretty much the same otherwise.
 
Well some slight differences. Need to change calls to cTotLevel and xLevel, as well as trying to figure out how a race granted hex would count as a class granted one and visa versa.
 
Last edited:
Well some slight differences. Need to change calls to cTotLevel and xLevel, as well as trying to figure out how a race granted hex would count as a class granted one and visa versa.
Oh yea that. :)

Does the race one count as taking the same Class Hex? If so you could just assign the same "HasAbility" tag to the hero when the Race one was taken. Then on the the Race one look for the HasAbility tag of the Class version to not be present or show an error about "similar ability already taken".
 
Yeah it counts the same. I tried giving each of the race hexes the HasAbility tag with the appropiate class hex ID, but it doesn't seem to work.
 
Yeah it counts the same. I tried giving each of the race hexes the HasAbility tag with the appropiate class hex ID, but it doesn't seem to work.
Did you just put the tag on the Thing? You will most likely need to add a script that does the following. This keeps the script generic and you can copy/paste on to each Hex. Then it pushes all the HasAbility tags to the hero. I would to this pretty early even around First/100.
Code:
perform forward[HasAbility.?]
Or like that to force this tag to the hero and it can get detected then by the Class Hex then.
 
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