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adding a condition to the condition tabe

psych777

Well-known member
are we able to add to the section "circumstances and combat actions" on the Condition tab?
i wanted to have a checkbox to show that an ability has been activated and since it lasts until the end of the encounter, i could 'activate' it (and write an eval script to add the bonus' it gives to the character
 
They are in the editor under General -> Combat State. You should be able to create new items there, and they will show up in the condition screen. One thing I've noticed, is that new items won't be added to the panel until the game system is reloaded (just recompiling doesn't seem to catch it). Going to Switch Game Systems will pull in the new list though.
 
Keep in mind, that because they are based on the game system, they are not something that can be bootstrapped from a feat, trait, or class skill. Once in the data file, they will be there for every pathfinder character. Of course, the effects could vary based on your script looking on other stats/info on the hero, but the visibility of the option will be fixed.
 
Keep in mind, that because they are based on the game system, they are not something that can be bootstrapped from a feat, trait, or class skill. Once in the data file, they will be there for every pathfinder character. Of course, the effects could vary based on your script looking on other stats/info on the hero, but the visibility of the option will be fixed.
Unless it is tied to a "Source" and then would only appear when that source is checked marked. I have a bunch of new conditions like "Swimming" and "Climbing" for my players but they only appear when my house rules source is turned on. FYI.... :)
 
thanks shadow, i had applied it to the same source the trait it is associated to is in and i hoped it would work that way. :D
 
the trait can be activated once a day and has this on the in-play tab

i then also wanted to add a checkbox on the condition tab because when you activate it it lasts for the entire combat encounter, so instead of remembering to add +1 to dmg and +2 to will saves for the rest of the encounter, with the condition checkbox it is automatically added. now they just need to remember to turn it off at the end of the encounter!

if the bonuses were activated with activating the in-play tab's tracked resource (and i am not sure how to even do that) the only way to turn off the bonuses would be to change the tracked resource back from 1 to 0...but its only supposed to be once a day and if you do that you could forget if you already used it that day (if its a combat heavy session)

or am i thinking in the wrong terms here?
 
In addition to the tracker on the in-play tab, abilities can also put themselves on an activation list on the in-play tab. Having a tracker is independent of having an activation.
 
In addition to the tracker on the in-play tab, abilities can also put themselves on an activation list on the in-play tab. Having a tracker is independent of having an activation.
Also like "Rage" you can have to different activations. Just FYI.

So you can have a "Day" check box and a "Encounter" check box with scripts that do different stuff for each check box. You can even get fancy that says you can't select "Encounter" unless "Day" is check marked first. :)

Ummm I am pretty sure traits have to two check marks..... Been a long day and not 100% on that...
 
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Agreed with mathias though, this really makes more sense to be an activation on the In-Play tab than it does a 'condition'. That way, it is only showing for your character, etc. A condition is something that could apply to any creature (fatigued, sickened, higher ground, etc).
 
yup, just had to find the field that showed when it was turned on (abilActive) and change my script to point to that instead and works just fine.

so before i write it off as finished, can someone verify that this code will NOT stack the morale bonus with any other morale bonus?

#applybonus[BonMorale,hero.child[Damage],1]
#applybonus[BonMorale,hero.child[svWill],2]
 
Using the #applybonus macros will stack properly, when appropriate (dodge, untyped, etc). They should not stack with BonMorale. (I believe what the macro does is compare the current BonMorale bonus for that attribute, and if it is higher than what is trying to be set by the macro, it doesn't set it).
 
Using the #applybonus macros will stack properly, when appropriate (dodge, untyped, etc). They should not stack with BonMorale. (I believe what the macro does is compare the current BonMorale bonus for that attribute, and if it is higher than what is trying to be set by the macro, it doesn't set it).
Mostly correct. #applybonus[] causes any bonus used with it to not stack. This means if you used #applybonus[] with "dodge" it will cause it to not stack.

In example lets say you have a character with +1 Dodge bonus and use this script.
Code:
~ Give a +2 Dodge Bonus
#applybonus[tDodge,hero.child[ArmorClass],2]
The final value above would be +2 Dodge not +3 Dodge. To get +3 you would need to do the following:
Code:
~ Give a +2 Dodge Bonus
hero.child[ArmorClass].field[tDodge].value += 2
With the above code you would get a final value of +3 Dodge then.
 
thanks, i thought i remembered the #applybonus didn't stack but my memory is so full of holes i wanted to verify :D
 
I don't think there is a way to "fix" that so it works differently for some bonuses than others. Macros have to be a single line of code, and the parameters which go in are immediately used, rather than having a chance to affect how that single line of code is structured. As far as I know, applybonus is only ever intended for use with non-stacking bonuses.
 
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