JadedDragoon
Active member
This was originally part of a different thread that changed dramatically as I came to understand HL's mechanics. Since it's now a radically different question (and the previous thread is no longer generating responses) I'm making a new thread here.
To quote myself:
I don't want to have to make each individual other Thing that references Climb and Swim to be aware of my new Athletics skill. Not one by one, at least. My thought process on accomplishing this was sparked by the help text from the consolidated skill portion of the Skill editor. Specifically how it talks about the base skills still actually being added to the hero... but hidden in such a way that they aren't visible on the character sheet/stat blocks/encounter ui.
The idea I'm working with is to have the athletics skill use eval scripts to add ranks to a hidden Climb and Swim skill (which i already have working). That way other Things that reference Climb and Swin can keep right on doing so transparently and, in the UI, it behaves as if they are working off of the Athletics skill.
Minous suggested adding the Hide.All tag to the Skill pick. But when I tried that, it didn't work.
So there are two questions here:
To quote myself:
Basically, all classes (and monsters) lose Climb and Swim in favor of a single Athletics skill. If the class originally had swim as a class skill, it gets a feat called "Athletic Proficiency - Swim" that allows it to use its class skill bonus on swim checks (normally it loses it for swim checks). Same with Climb. Most classes will end up getting both feats or neither but a rare few get only one or the other. Jump remains part of acrobatics.
The point is just to not have to put ranks in both climb _and_ swim. They improve together. That's always bugged the hell out of me. Both are skills you can learn in a day (in other words... a feat). The rest is practicing your form or identifying stable hand/toe holds and building upper body strength. Balancing this is the fact that I give _every_ class Perception as a class skill (because I tend to be quite ham-fisted with perception checks... and it ends up a save-or-die every now and then).
I don't want to have to make each individual other Thing that references Climb and Swim to be aware of my new Athletics skill. Not one by one, at least. My thought process on accomplishing this was sparked by the help text from the consolidated skill portion of the Skill editor. Specifically how it talks about the base skills still actually being added to the hero... but hidden in such a way that they aren't visible on the character sheet/stat blocks/encounter ui.
The idea I'm working with is to have the athletics skill use eval scripts to add ranks to a hidden Climb and Swim skill (which i already have working). That way other Things that reference Climb and Swin can keep right on doing so transparently and, in the UI, it behaves as if they are working off of the Athletics skill.
Minous suggested adding the Hide.All tag to the Skill pick. But when I tried that, it didn't work.
So there are two questions here:
- Is there a better way to implement custom combined skills?
- If not, how do I hide skills in the UI but keep them active for scripts and Things to continue referencing?
- As an extension of that, is there a way to look up all tag groups and tags available in the current game system? Or at the very least specific ones?