• 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

Adding regions for a Forgotten Realms campaign

As for this, my guess is you could be doing this too soon. When you want to change the name of something, I find it easiest to run these in the Final Phase. A couple of other things to note is that I think you intend to use ">=" instead of just ">", and I got an error on the field. The line:

Code:
level = field[xTotalLev].value

sets "level" equal to the value of xTotalLev on the thing the script is on. That may be your intention, but I wasn't sure, so I changed it on the version I wrote. I also changed who you are modifying the name. I find using variables as a string to have very inconsistent success, so I removed that. Here's what I have:

Final Phase/5000
Code:
 ~ Calculate our total level - our Kundula level plus any 'extra levels'
      ~ assigned to us
      var level as number
      level = herofield[tTotLevel].value

      ~ Assign the Number of times the alternate form is active.
      if (level >= 10) then
        field[livename].text = field[name].text & " (1/day)"
      elseif (level >= 15) then
        field[livename].text = field[name].text & " (3/day)"
      elseif (level >= 20) then
        field[livename].text = field[name].text & " (at Will)"
      endif

See if that does what you are looking for.

Nope, the Append wont work because I'm using this to modify the Class Special, so it would come out as:
Alternate Form (1/day) (1/day)

And no matter how many levels of the class I have it still shows:
Alternate Form (1/day) (1/day) on the Specials tab.
 
Last edited:
To do this with a bootstrap, you can use the following condition:

Code:
hero#Race.Human | hero#Race.HalfElf

I've already done this on my end and tested it. It works just fine, so assuming that my interpretation of your intentions is correct, you can do this for all of your traits for whatever languages they are supposed to add.

That works great for AUTOMATIC languages, but I want to add languages to the bonus languages.

Also, on your pre-req for Aglarond, you can reduce all that code to:

Code:
validif (tagis[Race.Human] + tagis[Race.HalfElf] + tagis[HasTrait.trPFAdopte] <> 0)

Well that works, works very well.
 
Nope, the Append wont work because I'm using this to modify the Class Special, so it would come out as:
Alternate Form (1/day) (1/day)

And no matter how many levels of the class I have it still shows:
Alternate Form (1/day) (1/day) on the Specials tab.

Well, the first thing to do is to remove "(1/day)" from the name of the ability. Just keep it as "Ability Focus". If you want it based on class levels, then use this to set the variable (replacing "Fighter" with whatever class you have):

Code:
level = #levelcount[Fighter]

To be honest, though, you don't even need to use a variable (as I show below). Also, I just realized why it doesn't change. I forgot to reverse the level checking. You need to check for the highest level first. So, the script should look like this instead:

Code:
      if (#levelcount[Fighter] >= 20) then
        field[livename].text = field[name].text & " (at Will)"
      elseif (#levelcount[Fighter] >= 15) then
        field[livename].text = field[name].text & " (3/day)"
      elseif (#levelcount[Fighter] >= 10) then
        field[livename].text = field[name].text & " (1/day)"
      endif
 
That works great for AUTOMATIC languages, but I want to add languages to the bonus languages.

My mistake. In that case, the only change to your code I would make is to combine the two races into one line, as such:

Code:
if (tagis[Race.Human] + tagis[Race.HalfElf] <> 0) then
  perform hero.assign[Language.lChessenta]
  perform hero.assign[Language.lDamaran]
  perform hero.assign[Language.lDraconic]
endif

Also, I noticed you have "Don't generate pre-requisite?" checked on the language Chessentan. I think this is just a mis-click or something. You'll want to remove it, though, or else it will always show up as a possible bonus language.
 
My mistake. In that case, the only change to your code I would make is to combine the two races into one line, as such:

Code:
if (tagis[Race.Human] + tagis[Race.HalfElf] <> 0) then
  perform hero.assign[Language.lChessenta]
  perform hero.assign[Language.lDamaran]
  perform hero.assign[Language.lDraconic]
endif

Does not work, I've tried for several days to get this to work using every conceivable timing. And nothing.
 
Does not work, I've tried for several days to get this to work using every conceivable timing. And nothing.

Add hero. in front of "tagis" for both human and half-elf. I got this to work at Post-levels/10000.

Code:
if ([B]hero.[/B]tagis[Race.Human] + [B]hero.[/B]tagis[Race.HalfElf] <> 0) then
 
Well I've found, the problem I think... I have selected "Secret Language?" checked. I did this to prevent humans from automatically having the language as an option, humans automatically having the faerun languages automatically invalidates the whole purpose of regional languages. Unfortunately, having that selected seems to override the scripts entirely.

I guess I'll just have to deal with the problem. But at least now I have a reason why the scripts were not functioning properly.
 
What I did above by adding hero in front of tagis then setting the time to Post-Levels/10000 worked for me with the Secret Language checked on. You do need to make sure you don't have "Don't generate pre-requisite?" unchecked, though.
 
What I did above by adding hero in front of tagis then setting the time to Post-Levels/10000 worked for me with the Secret Language checked on. You do need to make sure you don't have "Don't generate pre-requisite?" unchecked, though.

doesn't work for me.
I have to uncheck secret to get it to work, and dont generate pre-requisite is unchecked.

The script mostly works now, there are a few races that wont work with
hero.tagis[Race.?]. Like Grimlock, Hobgoblin, Centaur Koa-toan etc..

Some of the regions check for non-standard races. And the tagis[Race.?] <> 0 doesnt seem to work for bootstrap conditions, it probably uses a different syntax. But I'll figure that out through trial and error (i hope).

Other than that, I'm good and just about ready to move on to Feats.

Although, I do have a non-code related question. Do you think I should create each indivudual Knoweldge Local (region name) as its own new skill or just bootstrap knowledge local as 'always a class skill?' The Forgotten Realms Campaign Setting seems to list them as separate.

Beyond that I want to thank you for your help for this issue. I will post the finished .user file here when I get the regions working fully.
 
Last edited:
doesn't work for me.
I have to uncheck secret to get it to work, and dont generate pre-requisite is unchecked.

That's strange. Oh well, I'm glad you have it working for you at least.

The script mostly works now, there are a few races that wont work with
hero.tagis[Race.?]. Like Grimlock, Hobgoblin, Centaur Koa-toan etc..

Some of the regions check for non-standard races. And the tagis[Race.?] <> 0 doesnt seem to work for bootstrap conditions, it probably uses a different syntax. But I'll figure that out through trial and error (i hope).

Other than that, I'm good and just about ready to move on to Feats./quote]

It's possible something with these races wasn't set up properly. I'll take a look at them and see if anything out of the ordinary is going on.

Although, I do have a non-code related question. Do you think I should create each indivudual Knoweldge Local (region name) as its own new skill or just bootstrap knowledge local as 'always a class skill?' The Forgotten Realms Campaign Setting seems to list them as separate.

To be honest, I don't really have a preference. I haven't played much in the Forgotten Realms setting, and don't know how much it matters. To me, it seems like something the players could keep track of rather than having to input all those different skills.

Beyond that I want to thank you for your help for this issue. I will post the finished .user file here when I get the regions working fully.

More than happy to help. A lot of people have been clamoring for Forgotten Realms material, and I just haven't had the time to delve into it. Anything I can do to help someone else enter it is my pleasure.
 
Well, I've gotten the language portion of this settled. An can even force an automatic language to change based on what race (bootstrap conditions).

Here is the next part, and for that I just need a bit of direction. What code may have an example.

I want to create drop down list of the available feats that changes based on the heroes race.

I can add feats to that list with Custom Expressions. thingid.fXXX|thingid.fXXX. But I cannot figure out how to limit the choices based on what race is selected. Nor can I seem to figure out how add a feat based on the selection.

I've looked at Aberrant Blood from LoM, and Draconic Heritage from Complete Arcane for a hint, and I have gotten a lot of information from both, but not quite what I'm looking for.

I think I could probably do it using the method from Aberrant Blood if I created a special ability for each feat, (which I'd rather not do).

The question I have is,
First: Is it even possible to have the choice of feats listed in the drop down menu change BASED on what race you have selected.

Two: How does one connect the choice of feat with bootstrapping the feat to the character.
 
The question I have is,
First: Is it even possible to have the choice of feats listed in the drop down menu change BASED on what race you have selected.

Yes. You can modify the custom expression with a script, and can use if statements that search for race. For example:

Code:
if (race1 <> 0) then
 field[usrCandid1].text = "thingid.f001|thingid.f002"
elseif (race2 <> 0) then
 field[usrCandid1].text = "thingid.f002|thingid.f003"
endif

An example of this is found in the Dungeonscape file for the various custom abilities named "Arcane Dilletante (spell level)". Note that usrCandid1 is the name of the field for Custom Abilities. It's probably different for class specials. If you need to find out what it is, right-click on the class special in your portfolio, and select "Show Debug Fields", then look for the expression you entered.

Two: How does one connect the choice of feat with bootstrapping the feat to the character.[/QUOTE]

This is trickier. You can't bootstrap through a script, so the only way to really do this is to bootstrap all of the feats with a conditional. This probably isn't optimal if you have a lot of feats involved. If it's only a few, then it could make sense. My suggestion in this case would be to use the selection to modify the field[Value], and then use that field as your bootstrap condition...unless you are already using that field for something else.
 
Two: How does one connect the choice of feat with bootstrapping the feat to the character.

This is trickier. You can't bootstrap through a script, so the only way to really do this is to bootstrap all of the feats with a conditional. This probably isn't optimal if you have a lot of feats involved. If it's only a few, then it could make sense. My suggestion in this case would be to use the selection to modify the field[Value], and then use that field as your bootstrap condition...unless you are already using that field for something else.[/QUOTE]

Bootstrapping the feats with a conditional, not sure how that work when each race has their own choice of feats for any given region, there is some overlap but not much.

Wouldn't bootstraping a feat with a condition to a region would ALWAYS attach that single feat to the region based on the condition regardless of the number of possible feat choices for that race/region combination, Correct?
 
Bootstrapping the feats with a conditional, not sure how that work when each race has their own choice of feats for any given region, there is some overlap but not much.

Wouldn't bootstraping a feat with a condition to a region would ALWAYS attach that single feat to the region based on the condition regardless of the number of possible feat choices for that race/region combination, Correct?

Yes, which is why I'm not suggesting you do that. Instead, I would use the choice of feat to set the value field to a number, then use that value as the basis of the conditional. For instance:

if (feat1) then
value = 1
elseif (feat2) then
value = 2
endif

conditional for feat1:

fieldval:Value = 1

Of course, pulling the id of the chosen string and using that to set the value is a bit tricky. You would need to pull the id with something like this:

Code:
feat = field[usrChosen1].chosen.idstring

Then you need a way to compare it. I'm not sure if you would have to set up a string variable for each feat or not, but let's say you do.

Code:
feat1 = "thingid.xxx"

if (feat = feat1) then
 value = 1)
endif

Like I said before though, this works better with fewer feats.
 
Yes, which is why I'm not suggesting you do that. Instead, I would use the choice of feat to set the value field to a number, then use that value as the basis of the conditional. For instance:

if (feat1) then
value = 1
elseif (feat2) then
value = 2
endif

conditional for feat1:

fieldval:Value = 1

Of course, pulling the id of the chosen string and using that to set the value is a bit tricky. You would need to pull the id with something like this:

Code:
feat = field[usrChosen1].chosen.idstring

Then you need a way to compare it. I'm not sure if you would have to set up a string variable for each feat or not, but let's say you do.

Code:
feat1 = "thingid.xxx"

if (feat = feat1) then
 value = 1)
endif

Like I said before though, this works better with fewer feats.

Well I first have to be able to know what it is I'm compairing, and as it stands I havent a clue how to take the selection I've chosen and put it into an if statement to compare.

With out that I cant do any variable assignments.

Trait: Region Aglarond
Post-levels/10000
Code:
if (hero.tagis[Race.Human] + hero.tagis[Race.HalfElf] + hero.tagis[HasTrait.trPFAdopte] <> 0) then
  perform hero.assign[Language.lChessenta]
  perform hero.assign[Language.lDamaran]
  perform hero.assign[Language.lDraconic]
  perform hero.assign[Language.lElven]
  perform hero.assign[Language.lMulhorand]
  perform hero.assign[Language.lOrc]
  perform hero.assign[Language.lSylvan]
  perform hero.assign[Language.lUntheric]
endif

if (hero.tagis[Race.Human] <> 0) then
 field[ftCandExpr].text = "thingid.fTreetop|thingid.fRegDisc"
elseif (hero.tagis[Race.HalfElf] <> 0) then
 field[ftCandExpr].text = "thingid.fEndure"
endif

if (field[fChosen].chosen.tagis[thingid.fTreetop] <> 0) then
xxx

endif

In short, I haven't a clue how to pull the choice from the drop down into a script and compare it. I've looked at several examples and they don't have anything resembling what I have.
 
In short, I haven't a clue how to pull the choice from the drop down into a script and compare it. I've looked at several examples and they don't have anything resembling what I have.

Ok. I took your code above and inserted into the file you sent me. Here is what I came up with:

In the first eval script (First/1000), I added your code for ftCandExpr:

Code:
~ Add bonus feat slot, so the user can add their choice of regional feat.  Would like to add a dropdown to the trait to choose based on race, but that might be a nightmare.

herofield[tFeats].value += 1

if (hero.tagis[Race.Human] <> 0) then
 field[ftCandExpr].text = "thingid.fRegTretop|thingid.fRegDisc"
elseif (hero.tagis[Race.HalfElf] <> 0) then
 field[ftCandExpr].text = "thingid.fEndure"
endif

I removed that code from the other eval script run at Post-Levels/10000 so that script is only doing languages now.

I then made a new script at First/1001:

Code:
if (field[fChosen].chosen.tagis[thingid.fRegTretop] <> 0) then
 field[hTotal].value = 1

endif

Note: in the file you sent me, the id for Treetopper is fRegTretop.

And then bootstrapped Treetopper with the following conditional at the default First/10000:

Code:
fieldval:hTotal = 1

When I re-compiled and chose Treetopper, the feat appeared in the feats list, and disappeared when I de-selected it, so it seems to be working.

I also perused the Campaign Setting book real quick to get a better understanding of what you are trying to do. Did they change things around at some point? I only ask because looking at the Campaign Setting there doesn't seem to be a need to change the selection list based on race. Also, I noticed that the list of feats available for Algarond is Discipline, Luck of Heroes and Treetopper. It appears to me that anyone from that region can select any of those regardless of race. Am I wrong?
 
I threw Endurance in there so I would know that it was working, ie, would give me a different result for the two different races.

And that works perfectly, I know have a model for all of the regions, nasty work this is. I can see why it hasn't been done.
 
I threw Endurance in there so I would know that it was working, ie, would give me a different result for the two different races.

And that works perfectly, I know have a model for all of the regions, nasty work this is. I can see why it hasn't been done.

Makes sense. Glad it worked for you. Are we still certain that you need to make different feats available for different races?
 
Makes sense. Glad it worked for you. Are we still certain that you need to make different feats available for different races?

Quite Certain. Some regions have only one race that can be chosen, but most have more than one. Most races have one or two bonus feats in common but not all of them.

I finished entering the feats for Players Guide to Faerun yesterday, so I'm quite familiar with them and how they interact with regions. I was out for most of the day. But already I have started connecting the regions with them. It takes nearly 10mins for each region... With 81 regions (and I think I am missing some). I am beginning to realize what you meant by, "This probably isn't optimal if you have a lot of feats involved." a few days ago.

However, it will be all the more satisfying when it is complete. I predict I should have it all done within a week. Not including races such as, Planetouched, Gnoll, Centaur, Oroc, Tanaruk, as they are either not entered in yet or do not have tags for races.

I am hoping I can find a way to speed the process up. The time consuming process is matching the thingid to the list.
 
Quite Certain. Some regions have only one race that can be chosen, but most have more than one. Most races have one or two bonus feats in common but not all of them.

I finished entering the feats for Players Guide to Faerun yesterday, so I'm quite familiar with them and how they interact with regions. I was out for most of the day. But already I have started connecting the regions with them. It takes nearly 10mins for each region... With 81 regions (and I think I am missing some). I am beginning to realize what you meant by, "This probably isn't optimal if you have a lot of feats involved." a few days ago.

However, it will be all the more satisfying when it is complete. I predict I should have it all done within a week. Not including races such as, Planetouched, Gnoll, Centaur, Oroc, Tanaruk, as they are either not entered in yet or do not have tags for races.

I am hoping I can find a way to speed the process up. The time consuming process is matching the thingid to the list.

Yea. My Tome of Battle project is also time-consuming so I feel your pain.

Gnoll should have the race tag already. The Race.Centaur tag exists but oddly enough the Centaur race wasn't applying it. I don't see the other races in the community set. If you want me to send you the most recent MM1 file, let me know. If there are other races I can apply tags to, let me know that as well.
 
Back
Top