• 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

Add or Increase Darkvision

DeathSheep

Well-known member
I've seen this brought up a few times, but haven't seen a working answer yet. I want to create an ability that checks for Darkvision. If you don't have it, then it gives you 60' Darkvision. If you do have it, then it increases Darkvision by 30'. Has anybody come up with a way to do this?
 
I think you're looking to start at this thread.

Basically Darkvision thing looks for two field values -- abValue and abValue2

abValue is the base distance granted
abValue2 is used to extend existing Darkvision

There are some cases where having a high abValue on an item that exceeds the character's existing darkvision abValue causes a math error that requires more logic in any scripting. I think this logic might have went into the Dragon Masks but I'm not sure.
 
So everything can be encapsulated in the bootstrap for Darkvision and you don't have to do anything further in eval scripts? Like this:

Code:
    <bootstrap thing="raDarkVis">
      <autotag group="Value" tag="60"/>
      <assignval field="abValue2" value="30" behavior="maximum"/>
      </bootstrap>
 
I think that's the way the .user file looks - I just fill out fields in the editor and don't think I've used the behavior modifier on the field.

I tried to do some deeper digging but since a lot of the senses logic is hidden to us that's about all I learned.
 
Back
Top