• 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

Limiting an ability by class.

Hi all,
I've bootstrapped general abilities to my gods so that if picked they give them to their clerics. However, I can't figure out how to limit these abilities to just clerics. What would be the eval script, or other code that I could add to the god or individual ability so that others could pick the god without getting the abilities?

Thanks and have a good one.
 
if its just clerics you could give them a bootstrap condition of

Code:
Classes.Cleric

Set at First/500. That would mean anyone with a cleric class tag would get that ability. If there are multiple classes that can get it you could do

Code:
Classes.Clerc | Classes.XXX | Classes.YYY

If I wasn't tired I could think of a different way to make it work for other classes. but for now that's probably your easiest.
 
An additional related question and a bug report

Hi.
Is it possible to use an eval script or condition to limit a boostrapped ability to say a cleric of 7th level?

Also, it came up during a game session that the trait Martial Weapon Proficiency (single) is mis-tagged as a feat instead of a trait.

Thanks and have a good one.
 
Code:
Classes.Cleric
Is there a list somewhere of what the top-level/global contexts are? I have spent a couple hours scouring the help pages @ wolflair.com as well as the wiki-based Authoring Kit documentation but no luck!

I want to be able to generate conditional tests against all classes that are spellcasters, for example, or against all feats that are Combat feats.

Thanks!
 
Also, it came up during a game session that the trait Martial Weapon Proficiency (single) is mis-tagged as a feat instead of a trait.
Martial Weapon Proficiency is a feat. But either way if you want to tell LW about a bug you need to report it to them officially and not in a forum post.

General Hero Lab Support & Community Resources is a sticky thread at top of Forum where you request official support for issues. A bug is ANYTHING you think is not working correctly. Weather you know for a fact or are just wondering if it is wrong. Report it using the above links to get an official response from Lone Wolf. :)
 
Is there a list somewhere of what the top-level/global contexts are? I have spent a couple hours scouring the help pages @ wolflair.com as well as the wiki-based Authoring Kit documentation but no luck!

I want to be able to generate conditional tests against all classes that are spellcasters, for example, or against all feats that are Combat feats.

Thanks!
Tags if that what you are asking are attached to each Pick and having a list of them all does nothing to help without know its "context". :(

But to see all the Hero level tags simply go to "Develop->Floating Info Windows->Show Hero Tags"
 
Tags if that what you are asking are attached to each Pick and having a list of them all does nothing to help without know its "context". :(

But to see all the Hero level tags simply go to "Develop->Floating Info Windows->Show Hero Tags"
Thanks for the reply. :)

Good to know about the tags, btw. (On the Mac, I have to choose Develop -> Enable Data File Debugging first -- the top menu level option -- in order to enable the Floating Info Windows option.)

Well, tags are important and I do plan to use them, but... AndrewD2 made reference to "Classes" and I'm wondering how he knew about that "global context" (or is it something else and I'm using the wrong name?). And while Hero tags will be useful, I don't want to be limited to the tags that are on my hero, I want to be able to scan all available classes that are in HL and detect which ones have the CasterType tag.

I think CasterType is a valid tag on the Cleric; I tried creating a new class by copying an existing Cleric and then looking at the tags on my new class. But I obviously can't do that for every class! So I started looking into ways of printing out the tags on thingies and I found the tagnames function. However, this code gives me an error:
Code:
debug hero.tagnames[?, ", "]
that says, Syntax error in 'eval' script for Thing 'trFJE_MagK (Eval Script '#1') on line 2 -> Invalid syntax for tag template. Thinking that the ? can't be used by itself, I tried changing it to a? and got the same error (I expected all tags that start with an "a").

Sigh. This is the frustrating part. :(
 
My 2014 Gen Con Seminar was about how to do searching in Hero Lab: https://www.youtube.com/watch?v=9UPWoih8-q8

Both for how to set up a drop-down that can give the user a selection of only the things you want them to see, and how to to set up a search within the program, so that it makes changes or draws information from only a specific set of things. As part of that, I start with the topic of how to find the tags you'll be searching with, which is the issue you seem to be having trouble with.
 
It sounds like what I'm looking for, which is the answer to the question, "How do I generate a dropdown list of all classes that are spellcasters?"
In addition look at the Debug options from what I pointed to above. Instead add a cleric and a wizard and look at the "Tags" on those Classes Picks instead of the Hero tags.
 
Based on the YouTube video, I now know that I should be using the Select From... field in the editor and choosing Classes, then filling in the Custom Expression and Restrict First List To... fields.

I still don't have what I want yet, though. I put Classes into the first field and I put All Things into the last field (the "Restrict" field), but I can't figure out what to put in the custom expression so that only spellcasting classes are included...? :confused:

I've looked at the Debug Tags for Cleric and Wizard but they don't have a CasterType tag, although the spells themselves do?!

Even looking at the Debug Tags for the Wizard class aren't showing me the tags on the actual class, it's showing me the tags of the class added to my hero. So it includes things like PFS restrictions and fixed hit points. But if I'm going to specify the Select From... to be Classes, then I need to know the tags of those items, right? Where do I find that?
 
When looking at the tags for a class, be careful which things you're looking at the tags for. A class will have one item in the list for each level of that class the character has, plus one more item. It's that +1 item that has all the important tags - the others are just there to hold how many hp you gained at that level and which favored class option you chose. I just looked, and the item with the Id "cHelpWiz" does have a CasterType tag.

Also, for the case you're using, you want "Restrict First List To..." set to "All picks on hero", because you want to pick from among the classes added to this hero, not all things, which is the list of classes that are available in the game.
 
When looking at the tags for a class, be careful which things you're looking at the tags for. A class will have one item in the list for each level of that class the character has, plus one more item. It's that +1 item that has all the important tags - the others are just there to hold how many hp you gained at that level and which favored class option you chose.
Yes, that's just as I thought. But how do I see that "+1 item" you're referring to? I can only right-click and choose "Show Debug Tags" on the ones that are in the list, not the "+1 item", right?

I just looked, and the item with the Id "cHelpWiz" does have a CasterType tag.
How did you find that out?

I tried using variations of {Classes.,Component.,component.}cHelpWiz.CasterType{.?} in my "Custom Expression" so that all spellcasting classes in the dataset (not just on the hero) would appear. None of them worked. :(

There's clearly something that I'm not understanding yet, I just can't seem to make it click for me!!

Also, for the case you're using, you want "Restrict First List To..." set to "All picks on hero", because you want to pick from among the classes added to this hero, not all things, which is the list of classes that are available in the game.
Thanks, but I don't want the classes on the hero!

I want to fix the Magical Knack trait so it allows any spellcasting class to be selected, as right now it only allows classes already applied to the hero...

If you could change it and tell me what you changed, that would be very helpful! I haven't thought of any other feats or traits that do anything similar to what I want, so I don't have an example to work from...
 
How did you find that out?

I tried using variations of {Classes.,Component.,component.}cHelpWiz.CasterType{.?} in my "Custom Expression" so that all spellcasting classes in the dataset (not just on the hero) would appear. None of them worked. :(

Hmmm - I thought I had covered that in the seminar.

In the Develop menu, at the bottom, choose "Floating Info Windows", then "Show Selection Tags", and then it will show you a list of everything on the character, even the things like cHelpWiz that aren't directly shown.
 
Thanks, but I don't want the classes on the hero!

I want to fix the Magical Knack trait so it allows any spellcasting class to be selected, as right now it only allows classes already applied to the hero...

If you could change it and tell me what you changed, that would be very helpful! I haven't thought of any other feats or traits that do anything similar to what I want, so I don't have an example to work from...

The problem here is that if you select from the list of things, you're not allowed to make changes to them, just look up information from them. You need to select from among the picks on the hero in order to have Hero Lab make changes to them.

(Or, as a more complex solution, use the information gained from selecting from all potential things to find any corresponding copies that are actually on the character, and then make your changes to those copies).
 
Hmmm - I thought I had covered that in the seminar.
Hm, maybe you did?! I got through the first 35 minutes or so, which was the "planned" part of your talk, and you were moving on to the Q&A portion. I still have another 30-40 minutes left to watch/listen to. :)

In the Develop menu, at the bottom, choose "Floating Info Windows", then "Show Selection Tags", and then it will show you a list of everything on the character, even the things like cHelpWiz that aren't directly shown.
Okay, thanks. This may have been mentioned and it went "in one ear and out the other", so to speak. :)

The problem here is that if you select from the list of things, you're not allowed to make changes to them, just look up information from them. You need to select from among the picks on the hero in order to have Hero Lab make changes to them.
Okay. That should be fine.

(Or, as a more complex solution, use the information gained from selecting from all potential things to find any corresponding copies that are actually on the character, and then make your changes to those copies).
I want to allow all classes to be selected, then after one has been selected I can loop through the classes applied to the hero to make any changes using some kind of "foreach pick in hero" that only does classes (haven't gotten to that point yet :D).

So yes, it sounds like I've taken the more complex approach. Just lucky, I guess. ;)
 
Back
Top