• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

"Counts as Class X for Feat Type Y" ability

shatterjack

Active member
I'm trying my hand at implementing the Stalker from Path of War, and I'm currently working on Critical Training from Stalker Arts. In addition to increasing Deadly Strike dice by one (which was easy enough), it also allows Stalker levels to count as Fighter levels for the purposes of qualifying for critical feats.

How do I go about this in the scripts for the ability? I'm hoping the answer isn't "edit every single critical feat in the game and add a check for this ability", since I'd rather keep things contained in my own files if possible. I feel like there should be an existing Class Special or Custom Ability that I could use as a base, but none come to mind.
 
The class that will have this feature would be Warpriest (where the warpriest level counts as a fighter and as BAB), however currently that feature isn't implemented yet. So I think as it stands there is no example by default and you would probably need to wait till that one is finished.

That being said, I haven't messed enough with the editor yet to say it is currently unimplementable.
 
There is a tag you add to the character that is Feat Count As, you can add it right on the class if it's equal in level, unfortunately I don't think you can do it just for critical feats, it would do it for all feats that count fighter level, but I don't see any critical feats that count fighter levels. Critical Feats require the Critical Focus feat and BAB or Caster Level. Also I'm not sure if it's done yet, but if you check the community Player Pack or Bestiary I know they were working on the Path of War classes already.
 
community Player Pack or Bestiary I know they were working on the Path of War classes already.
I started the project but never got further than the first class. Its the Path of War package.

I think I have seen at least a dozen times people making this class but then they never share it. Or they don't finish I am not sure. But if anyone has this class almost done or at least entered it would be really nice to share it. :)
 
The class that will have this feature would be Warpriest (where the warpriest level counts as a fighter and as BAB), however currently that feature isn't implemented yet. So I think as it stands there is no example by default and you would probably need to wait till that one is finished.

That being said, I haven't messed enough with the editor yet to say it is currently unimplementable.

Actually, the Warpriest thing is because their levels only count as fighter levels for the Bonus Feats they get. If it were for all feats they could use the existing mechanism that the Magus and certain other things with Fighter Training do. Since the OP wants a similar result (only applying the effective fighter levels for a limited subset of feats), the general solution similarly won't work here either though.
 
I started the project but never got further than the first class. Its the Path of War package.

I think I have seen at least a dozen times people making this class but then they never share it. Or they don't finish I am not sure. But if anyone has this class almost done or at least entered it would be really nice to share it. :)

For what it's worth, I'd be glad to share my Stalker implementation when I'm done with it. It has been easier than I expected so far, given that I still don't really know what I'm doing in HL and am mostly just doing frankenhacks of existing material.

On a related note: how do you access the name of a Custom Ability programatically? I am trying to get Rogue Talents working for the Stalker, but the "can't take Ki Pool or Underhanded" restriction is proving difficult.

I started by copying the feature from the Aspis Agent PrC. I see the logic in the eval script for enabling Rogue Talents as a tertiary ability, but I'm trying to figure out how I can extend the expression to exclude the forbidden talents by name.

Eval script copied from Aspis Agent:
Code:
      ~ If we're not shown, just get out
      doneif (tagis[Helper.ShowSpec] = 0)

      hero.child[cHelpStk].field[cCstS3Expr].text = "(SpecSource.cHelpRog | SpecSource.cHelpNin) & !Helper.Secondary & !Helper.Tertiary [b] & need something here where ability name != Underhanded[/b]"

EDIT: Figured it out; you want to check the ID by using Ability.[abilityID]. You can also filter out advanced talents with the abCategory property. So the revised expression looks like this:
Code:
      ~ If we're not shown, just get out
      doneif (tagis[Helper.ShowSpec] = 0)

      ~ Allow all Rogue Talents (and Ninja Tricks by extension) except advanced talents, and also Ki Pool and Underhanded specifically
      hero.child[cHelpStk].field[cCstS3Expr].text = "(SpecSource.cHelpRog | SpecSource.cHelpNin) & !Helper.Secondary & !Helper.Tertiary & !Ability.cRogUnderh & !Ability.cRogKiPoo & !abCategory.RogTalAdv & !abCategory.NinTriMas"

EDIT 2: Figured out how to filter Advanced Talents too.
 
Last edited:
For what it's worth, I'd be glad to share my Stalker implementation when I'm done with it. It has been easier than I expected so far, given that I still don't really know what I'm doing in HL and am mostly just doing frankenhacks of existing material.
I would appreciate it and I know many others would also. :) I assume you already have my base PoW package installed. So if you need any help getting the new Maneuvers to appear for your class let me know.

Code:
      ~ If we're not shown, just get out
      doneif (tagis[Helper.ShowSpec] = 0)

      ~ Allow all Rogue Talents (and Ninja Tricks by extension) except advanced talents, and also Ki Pool and Underhanded specifically
      hero.child[cHelpStk].field[cCstS3Expr].text = "(SpecSource.cHelpRog | SpecSource.cHelpNin) & !Helper.Secondary & !Helper.Tertiary & !Ability.cRogUnderh & !Ability.cRogKiPoo & !abCategory.RogTalAdv & !abCategory.NinTriMas"

EDIT 2: Figured out how to filter Advanced Talents too.
Using the "Ability.?" tag will work but the standard is to use "thingid.?" instead. Every "thing" will have a "thingid.?" tag where not everything has a "Ability.?" tag. So in example use "thingid.cRogUnderh" or for a skill you could use "thingid.skUseMagic".
 
I'd actually use the HasAbility tag instead, because when thing A "counts as" thing B, it will have both it's own and thing B's HasAbility tag. Thus if you want B to be allowed, anything which counts as it will also be allowed when using HasAbility as a filter. That's something neither Ability or thingid will capture.

Also, while not every pick in HL has Ability/HasAbility tags, the type of abilities he is interested in, Custom class specials, do. I usually try to steer clear of using thingid in tag expressions.
 
I'd actually use the HasAbility tag instead, because when thing A "counts as" thing B, it will have both it's own and thing B's HasAbility tag. Thus if you want B to be allowed, anything which counts as it will also be allowed when using HasAbility as a filter. That's something neither Ability or thingid will capture.
That's interesting. Didn't really know that as I didn't think "class abilities" could count as other class abilities.

Also, while not every pick in HL has Ability/HasAbility tags, the type of abilities he is interested in, Custom class specials, do. I usually try to steer clear of using thingid in tag expressions.
Really? I swear I have always seen "thingid.?" used in expressions. Hmmmm
 
Back
Top