• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Ability Y qualifies as Ability X

Quintain

Well-known member
Is there a generic function that can be placed in an eval script that allows for Ability Y (feat, class feature, etc) to qualify as Ability X for prerequisite purposes?

I'm aware of one that seems to be specific to improved unarmed strike, but nothing that is generic or customizable.

Any ideas?
 
That works for feats...I'm looking more has having a feat count as a class ability for prereqs type of thing.

Here's my more specific problem. I have a new feat I'm creating, it is a teamwork feat that allows the use of a class feature to a class that does not normally have this class feature... do you know of any way to implement this sort of thing?
 
Look on the Hero and see what tags it has on it when the class ability is normally added.

Can you think of a way to get that tag onto the character without the class ability, likely through an eval script on the feat?
 
the tag id is HasAbility.CPUCollect -- as to how to add that to the other character, I'm not familiar with the code syntax enough to add this to the other character through an eval script.
 
Ok, I put that code in a eval script, but the Harmonic resonance feat still isn't picking it up. I don't see any special timing on that feat (3pp pack Ultimate Psionics), any suggestion on the timing of this code?
 
It should just need to be before the validation phase, Final 10k would probably be good. What is the Expr-Req of the feat you're testing against.
 
This is in the feat:

(#hasability[cPUCollect] + #hasability[cPUTacColl] + #hasability[cPUVitColl] + #hasability[cPW5Collec]) <> 0

My code is this: and I have it at Final 10k

~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

if (hero.childlives[cPUCollect] <> 0) then
perform hero.assign[HasAbility.cPUCollect]
endif
 
Back
Top