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-   -   Adding bootstraps based on another thing's Activation Level (http://forums.wolflair.com/showthread.php?t=64425)

Fenris447 June 11th, 2020 07:01 AM

Adding bootstraps based on another thing's Activation Level
 
Here's the short of it: the new Theros book adds a Piety score. Deities, Supernatural Gifts, and Artifacts all add more features as your piety score increases.

I've programmed Piety as an ability on the In-Play tab, with a chooseable amount of Activation. That means I can key off the actUser field on that Thing for querying the Piety score in other abilities.

The Supernatural Gifts are programmed as Ability things. Because of that, I can easily use an early eval script to grab Piety's actUser field, dump it into the Supernatural Gift's abValue, and test the piety-dependent bootstraps on the Gift against that abValue. I already have that working, so no problem.

The deity things apparently don't have abValue as a field. So for all the bootstraps that come from the deity choice that depend on the piety field, I'm at a loss for how to do it. I thought about an eval script that tests for piety and adds custom tags for the bootstrap conditions to look for, but I'm not sure how to make custom tags work that way.

Any ideas?

Fenris447 June 12th, 2020 06:59 AM

So for some reason, the Deity thing refuses to bootstrap anything when that bootstrap is looking for a tag on the Deity thing, regardless of whether that tag is custom or not. So that’s out.

What I figured out is that it will still test the hero for tags. So I can make the Piety ability itself assign custom tags to the hero, based on its own activation levels. At actUser >=3, it will push Custom.Piety3. Then the deity will bootstrap the 3 piety feature with a condition of hero#Custom.Piety3. Hero Lab makes me assign Custom.Piety3 to the Piety ability, just to define that tag before it can be assigned to the hero. But I don’t think that’s an issue.

dungeonguru June 17th, 2020 07:40 AM

If you want to create tags with a more meaningful group.tag rather than Custom.tag look at the COM_5ePack - Tags.1st file.

You can create a custom tag group ID and various tags in a 1st file that you don't have to assign while creating an ability this way.

Fenris447 June 17th, 2020 08:16 AM

I did try that, but they were still not recognized when used by the abilities. I may have done something wrong, but it seemed straightforward enough to add some to that .1st file.

Though now that I think about it, I was using this method while I was still trying to manipulate tags on the Deity thing. That weirdness may have been the issue. I'll try again with my new method.


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