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Hero.Divine tag application point

ShadowWalker

Well-known member
I want to bootstrap a language based on Deity and being a divine caster.
At what point is the Hero.Divine tag applied to the hero?
if I try bootstrapping a language after pre-levels 10000 I get an error.
I'm guessing I need to change something in the language to get it to work, but not sure what. The language has no scripts.
 
Hero.Divine is intended to convey the max level of divine spells a character has access to, and is applied in "Calc Spells Available" at PostAttr 10000.

If your just looking for any divine casting, you're probably better off making the bootstrap condition something you can control (like a Custom Tag), then doing a foreach looking for any class helper with the CasterSrc.Divine tag, and if found applying the tag your condition is looking for.
 
Where do I put the script? A mechanic?

Presumeably you'd put it on whatever is granting the language, if you have authored that pick. If it's something you don't control, then a mechanic might work. I'm not 100% clear on what you're trying to accomplish, so I can only speak in generalities.

How do I get the script to run?

I'm not sure what you're asking here? A script will run unless you tell it not to in that script.

Where do I define the custom tag to add?

You can define a tag of the "Custom" group on any pick, even if it is used elsewhere.

For example, if you wanted to define the "Custom.123" tag, you would go to any pick in the editor, click the blue "Tags" button in the upper right, click on "click to add another tag" at the bottom, enter "Custom" in the space for "Group ID" and enter "123" in the space for "Tag ID". Save your change to the pick, and reload the game system, then your scripts should be able to apply the new tag as you need.

Note that not all Tag groups are dynamic and accept user created tags. You can't for example, create a new "Helper" tag. Custom is kind of a general catch all intended for users to mess around with and use as needed.
 
Presumeably you'd put it on whatever is granting the language, if you have authored that pick. If it's something you don't control, then a mechanic might work. I'm not 100% clear on what you're trying to accomplish, so I can only speak in generalities.

Each church has a language that is specific to it, so those that can cast divine spells have a language specific to that church.

I'm not sure what you're asking here? A script will run unless you tell it not to in that script.

I've tried putting scripts on mechanics and they don't run. I'm guessing it's because they need to be bootstrapped or some such. I really don't know how mechanics work at all.

You can define a tag of the "Custom" group on any pick, even if it is used elsewhere.

For example, if you wanted to define the "Custom.123" tag, you would go to any pick in the editor, click the blue "Tags" button in the upper right, click on "click to add another tag" at the bottom, enter "Custom" in the space for "Group ID" and enter "123" in the space for "Tag ID". Save your change to the pick, and reload the game system, then your scripts should be able to apply the new tag as you need.

Note that not all Tag groups are dynamic and accept user created tags. You can't for example, create a new "Helper" tag. Custom is kind of a general catch all intended for users to mess around with and use as needed.
[/QUOTE]

I had no clue I could do this with tags. will make life easier. Thanks.
 
IIRC, Mechanics should be present on all characters by default. Unless you added a source to your mechanic and that source wasn't turned on, I don't know why a script on it wouldn't execute as you'd expect.

So the choice of a church is a pick the user adds to his character, and that is what bootstraps the language in question?

Is the church pick added to a configureable? If so, having the eval script run on the configurable would work fine. Otherwise, if they are not added to a configureable, and you are not able to use a mechanic, you could have it run from the church picks. That is less than ideal because then you'd need to add that same script to each such church pick.
 
Is there a way to dynamically assign a Diety's preferred weapon? I'd like to have the player select a martial weapon with the martial weapon feat and have that be the preferred weapon.
 
Maybe it would be helpful if you posted the rules you're trying to emulate, along with how you're actually trying to program them in HL?
 
I'm using the base pathfinder rules to play within the Harn environment. So much of what I'm doing is not rules specific as it's not specific to pathfinder rules.
The Harn gods have descriptions but nothing specific to d20, 3.5 etc. so I'm adding what I can.
I have one of the gods, Ilvir, as being very chaotic and as such the priests choose what weapon they want. Not sure how to do that. If not possible, that's fine, I'll make a weapon choice.
 
You mentioned choosing a church upthread, is that just picking the deity on the background tab, or are you adding something else, some other pick? For example, to a configurable?

This is relevant because you're probably going to need to add a helper pick to make the selection for the weapon, but what type of pick, and where it will be shown depends on the context of the pick being added.
 
Yeah, I'm using the deity to add the languages.
I was going to have the weapon selection be from the martial weapon feat, but I could use something else.
 
Ok... so if the only pick the user selects is this deity, and you authored the deity and thus can change it however you like, and the martial weapon proficiency already includes a selector, can you not just bootstrap the feat to the deity with a condition looking for at least 1 cleric level? Am I missing some further complexity?
 
That is in essence what I did. What I'm wondering is if there is a way to associate the selection in the feat with the diety's favored weapon?
 
That is in essence what I did. What I'm wondering is if there is a way to associate the selection in the feat with the diety's favored weapon?
On the bootstrap of fMartial you can set the tag Target.? to be the favored weapon.

In example if the deity gave scimitar you would set the tag to be Target.wScimitar.

This will cause the feat to automatically select the scimitar weapon when added instead of giving a choice.
 
ShadowChemosh, if I understand correctly, this isn't a general thing where he wants the bootstrapped feat to have a pre-selected choice. Instead, there is one specific deity who is so chaotic that each worshipper gets to select the gods favored weapon and get proficiency in that weapon.

ShadowWalker, associate how? You're already getting proficiency in the chosen weapon. What further aim are you trying to accomplish?
 
There are some classes that have abilities that are tied to the favored weapon, such as the war priest. I would like for the character chosen weapon be the favored weapon for that character. If it's not possible I'll do something else with the diety.
 
Then add a Custom tag to the copy of Martial Weapon Proficiency feat bootstrapped to the deity to mark it.

In an eval script on the deity, use findchild to get to that specific copy, and pull the WepProf tag from the feats selection to the deity pick. Something like this (assuming the marker tag is "Custom.DeiFavWeapChoice").

First 400
Code:
~Set the focus to the feat we marked
perform hero.findchild[BaseFeat,"Custom.DeiFavWeapChoice"].setfocus

~Stop if we have no focus, because somehow the feat we bootstrap isn't here
doneif (state.isfocus = 0)

~Stop if the focus has not yet made a choice
doneif (focus.field[usrChosen1].ischosen = 0)

~Pull the Weapon Proficiency tag from the focus to ourselves, the deity pick. This is what others look for when determining our favored weapon.
perform focus.field[usrChosen1].chosen.pulltags[WepProf.?]

This code is not tested, tweak as necessary.
 
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