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@valid invalid?

TalMeta

Well-known member
While attempting to create a Racial Special abiltity, I am getting the following error in the Eval Script:

"Syntax error in 'eval' script for THING 'raIWAK' (Eval script '#3') on line 2
-> Unrecognized name for special symbo lin current context: 'valid'"

Now, the script in question contains the following:

~ Check whether you're at least a 5th-level hero
@valid = 0
if (#totallevelcount[] >= 5) then
@valid = 1
endif

Which is straight out of the help file, which is what finally drove me to look for help... help?
 
Eval scripts can use @valid. That is for doing a Pre-req section of code. Eval scripts are used for say increasing your Armor Class or giving a bonus to hit.
 
Alrighty then...

Okay, here is what I'm attempting to do (with only moderate success).

I'm attempting to re-create the Illumian race from Races of Destiny for Pathfinder. They have several special abilities to choose from, from which they can choose only one at first level (their Power Sigil). They get a second ability (a different Power Sigil) at second level, which unlocks a third ability (Illumian Word), based on the other two.

How do I make that happen? I've tried defining things in Pick-reqs, Pre-reqs, eval-scripts, and even when the editor accepts my code, its still not really happening quite the way i want it too...
 
What Shadow meant to say is, eval scripts can't use @valid.
Thanks. Problem with writing posts at midnight while still at work. :p


@TalMeta can you provide more info about what you have already? What type of "Things" did you make these special abilities? Asking as sorry I am not fully understanding what your trying to do. Could also help to attach your .user file so I can "see" what you have.
 
At the moment, they are Racial Specials. A 1st level Illumian gets to choose 1 of the 6 Power Sigils (which I have the skill adds working for) and a second one at 2nd level (also seem to be working correctly). But they also get to choose an Illumian Word based on the two sigils chosen, and I haven't been able to get it to add ONLY the one that applies (or been able to get it to allow me to choose a sigil at either level, right now for testing I just have the race with two active sigils).

Been debating just creating a racial class level and making everything feats, but not my "A" choice.

.user file attached.

(Alot of works in progress :cool: )
 

Attachments

It really sounds like what you want to use is "R Cust Special"s instead actually. These allow for choices to be made. You can set it up so that you get 1 at level 1 and 2 at level 2. You do this using the "Eidolons - Custom Ability Count" section which includes the Custom Ability stuff.

Otherwise to keep using the Racial Specials you will need to get into Bootstrap Conditions to control when the bootstrap to happen. But that won't help you if the player gets to make a choice.
 
That does seem to be working as intended, thank you so much. (Not a direction I'd have ever figured out on my own).

I don't suppose there is any shortcut for "all strength skills" or "all dexterity skills" anywhere? ::D

For that matter, how would I specify that a certain ability makes Strength, rather than Int/Wis/Cha the score used to determine bonus spells for a spellcaster?
 
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Not a shortcut, but the Circlet of Persuasion has an eval script that adds to all Charisma skills, you might look to that for an example.

Some archetypes change the ability score used for spellcasting, so you might check out those.
 
Some archetypes change the ability score used for spellcasting, so you might check out those.
Yea easiest thing would be Archetypes. What you could do is have the archetype be not valid to be taken unless the character has the "Strength Power" or what ever its called.

I think that would be the easiest way to implement it.
 
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:rolleyes: Can anyone name one offhand? (There are alot to search through!)

Also, I'm not sure I'm using the Eidolon Custom ability counter correctly. Does Row 0 = 1st level? It seems to want to give me everything at 1st level no matter what I put into the fields??
 
Also, I'm not sure I'm using the Eidolon Custom ability counter correctly. Does Row 0 = 1st level? It seems to want to give me everything at 1st level no matter what I put into the fields??
Its an array of values and they start at 0 which is level 1 character. So you want to put say 1 for index 0 and 2 for index 1. This would have it so one racial custom could be taken at level 1 and two could be taken at level 2.

I don't have an example archetype off the top of my head but I think its clearly marked on the Archetype if you create a new one where to change the classes spellcasting attribute.
 
Well, putting the information in that part of the window does allow me to select 2 of one type and 1 of the other, it just doesn't let me determine which level (beyond 1st) to do it at.
 
You will have to use an Eval Script to get this to work correctly. Copy and paste the below script into the Eval Script section of your race.

Phase: Post-Levels Priority: 500
Code:
~ If level one then give one custom ability
If (herofield[tHitDice].value = 1) Then
   field[rGiveSpec].value += 1
~ If level two plus then give two custom abilities
ElseIf (herofield[tHitDice].value > 1) Then
   field[rGiveSpec].value += 2
Endif

Then in the top Left corner click on "Test Now!". Now when the class has 1 hit dice or level you will get 1 custom ability count. At two hit dice or greater you will get 2 custom abilities.

Hope that helps.
 
Hmmm.

That doesn't seem to be working correctly. Before I give a character a level, it offers me only one Power Sigil, but as soon as I level the character up, it offers two, at 1st level. It's also offering me the Illumian Word at 1st level (but thats workable, as without two sigils it wouldn't work correctly anyway).

re-attaching the .user file, maybe you can spot something I screwed up...
 

Attachments

The issue is you left the Custom Ability Total at 1 after you put in my script. So at level 1 you get 1 + 1 = 2. At level two you get 1 + 2 = 3.

Take out the 1 you put in for Custom Ability Total and it will work correctly. :)
 
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