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Lankhmar - Reputation Edge

Gumbytie

Well-known member
Important part: He may add his Charisma to Intimidation rolls. A negative score is treated as positive for this (and the scoundrel has a bad reputation).

Code: Pre-Traits 5000

Code:
var bonus as number
bonus = #trait[trCharisma]

if (field[abilActive].value <> 0) then
perform #traitroll[skIntimid,+,bonus,"Reputation"]
endif

Timing: Calc trtFinal

No errors I can see, just doesn't work. Any thoughts or suggestions?

I probably shouldn't be coding so late either :)
 
Sorry, this is for Deluxe Version of Lankhmar.

When I work on source files, I stay true to original rules version. Then I work on conversion to SWADE. Some people haven't made switch to SWADE after all.
 
Last edited:
I'd put a debug statement in there and ensure there was a value in trCharisma. Also make sure the checkbox on the In Play tab is checked, it's looking for abilActive.
 
Well, the In Play tab is in deed checked, that all works fine.

All the time I have written stuff, I didn't realize you could attached a debug statement to an actual item. Live and learn.

So based on the above code, what exactly and how does inserted debug code look like?
 
example:
debug "hind_max " & hind_max

The word DEBUG followed by what you want to display, anything inside double quotes is a literal.

Then after it runs go to Developer>Floating Info Windows>Show Debug Output
 
That proved very helpful. Definitely gonna remember that trick moving forward.

So it must be a partial timing thing then I have no idea.

So if I adjust timing of script to:

Final 2100

Code:
var bonus as number
bonus = #trait[trCharisma]

      if (field[abilActive].value <> 0) then
        perform #traitroll[skIntimid,+,bonus,"Reputation"]
        endif

debug #trait[trCharisma]
debug bonus

The debug window shows a 2 for both of those values. But it still doesn't add that "bonus" to the skill Intimidation. So one step forward at least.
 
Hmm, strange. I did as suggested.

Final/2100

Code:
var bonus as number
bonus = #trait[trCharisma]

      if (field[abilActive].value <> 0) then
        perform #traitroll[skIntimid,+,bonus,"Reputation"]

       debug #trait[trCharisma]
       debug bonus

        endif

And the Debug Output shows 2 for both.

I basically took Attractive Edge (makes Charisma 2), which should add the "bonus" of 2 to skill Intimidation.

So everything "appears" to be working data-wise just not scripting out the addition of 2 bonus.
 
Final/2100 may be a bit late, timing wise. Most of the traitroll adjustments happen at Pretraits/5000. If you're running into issues where trCharisma isn't done being modified before this happens, try a Pretraits/5500. That puts it just after the bulk of the adjustments.
 
So when I adjust timing to that, I get 0 in the debug window. It never pulls the Charisma or feeds the bonus into the script.

This isn't a deal-breaker or anything :)

I have started going back thru all of my old files, working and testing them, perhaps to eventually make them available to users as official files.

On a character sheet, this stuff a player adds in head. This code would allow a player using HeroLab to click within In-Play and see results.
 
Hmmm. Try Traits/8000.
I think I see the problem. You need to wait until trCharisma gets completed (a lot of activity at PreTraits/5000) to get what you need from it, but by then the Skill bonus for Intimidate is already set.
 
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