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Validating if something has been user added?

EightBitz

Well-known member
I'm trying to test if something has been user added. I've tried using this script.

Code:
~This stunt should not be user added.
if (tagis[thing.user_added]) then
  @valid = 0
  @message = "Cannot be user added."
  linkvalid = 0
  done
else
  @valid - 1
endif

And I get "Error parsing left-side expression in relational comparison."

I've tried changing the IF statment to:
if (hero.childfound[pwrElement].tagis[thing.user_added]) then

And I get the same thing. I've tried appending " = 1" and " = TRUE".

Sooo ... what am I doing wrong?
 
You've got two different places where you need an equation, but have only put in one side.

First

if (tagis[thing.user_added] <> 0) then

And later you've got a typo:

@valid - 1 instead of @valid = 1
 
However, I don't recommend making this prereq. Instead, I recommend controlling the list expression on the table you're adding it to, in order to keep this item from showing up at all.

Most game systems in HL use the tag Helper.Helper for that purpose.
 
However, I don't recommend making this prereq. Instead, I recommend controlling the list expression on the table you're adding it to, in order to keep this item from showing up at all.

Most game systems in HL use the tag Helper.Helper for that purpose.

Three things.

1) Thank you for your answer.
2) I'm actually doing this in the editor, not in the authoring kit, so I don't know if there's a way to implement your suggestion.
3) Even if it were, my skills aren't that advanced yet. :-)
 
Sorry, this is the authoring kit forum, which is for creating new game systems from scratch, so I answered based on that, assuming you had control of the tables, too, because you created them.

Try the tag I suggested - if you're working with one of the game systems we've created, it should already work to hide that item from selection.
 
Sorry, this is the authoring kit forum, which is for creating new game systems from scratch, so I answered based on that, assuming you had control of the tables, too, because you created them.

Try the tag I suggested - if you're working with one of the game systems we've created, it should already work to hide that item from selection.

I will look into it. Thank you.
 
Sorry, this is the authoring kit forum, which is for creating new game systems from scratch, so I answered based on that, assuming you had control of the tables, too, because you created them.

Try the tag I suggested - if you're working with one of the game systems we've created, it should already work to hide that item from selection.

Also, thank you for your scripting tips in the Pathfinder forum. I've been trying to extrapolate whatever I can from those before asking more questions. It's kind of a rough time for me, figuring some of these things out, but those have definitely been helpful.
 
I've tried figuring out the Helper.Helper tag, and I got nuthin'. I've checked the authoring kit wiki, and I'm sure the info is there in some fashion, but I either can't find it or can't recognize it.

If anyone's willing to explain how to use this method with more detail, I'd appreciate it. Worst case, the validation rule is working now.

Thanks.
 
Click the tags button at the top right of that editor tab. Add a new tag. For the Group Id, enter

Helper

For the tag Id, enter

Helper

Then, test now. If there's an error right then and there, it's not going to work. Then, look at the table this would normally be added to - if I'm correct, this shouldn't show up as one of the options the user can take.

Then, I presume this is something you're bootstrapping, so try adding the thing that bootstraps it - this time, it should appear in the correct table.
 
You lost me on a couple of points.

When I try adding the tag as you first indicated, I click "Test Now", and I get: "...Thing 'pwrElement' (dynamic tag) - Tag 'Helper' not defined."

When you say, "look at the table this would normally be added to," I'm not sure where or how to do that.

This is something I'm bootstrapping. But when you say "Try adding the thing that bootstraps it", you lose me. Add that how? And where? And then should I be able to add the Helper.Helper tag?

Just to reiterate, I'm not a pro here. I'm trying to get by on duct tape and binder twine. I'm taking bits and pieces from what I can find from your scripting examples, from the wiki, and from whatever examples I can find from copying other skills/stunts, etc, and looking at their nuts and bolts.

Big Picture:
I have a stunt called Evocation. Evocation is a spell casting ability that allows one to specify three of the five magical elements (earth, fire, air, water, spirit).

It also allows one to define a specialty (this can manifest in different forms).

So I have the following objects:
pwrEvocation
pwrElement
pwrEvSpec

Evocation bootstraps three instances of pwrElement and one instance of pwrEvSpec. As things currently stand, additional instances of pwrElement and pwrEvSpec have no refresh cost. They come free with pwrEvocation and another ability I've yet to define called Refinement (pwrRefined).

So, as things stand, since pwrElement and pwrEvSpec have no refresh cost, but can be added as other abilities are added, I'm bootstrapping them inside those abilities, giving them a zero cost, and adding the evaluation rule (unless you can help me figure out the Helper.Helper tag).
 
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