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Changing a class ability's "in-play" name without changing its "special" name.

Redcap's Corner

Well-known member
Changing a class ability's "in-play" name without changing its "special" name.

Is this possible? I know livename affects both, but is there some internal component to livename that I could use to change only the name of the ability as it's shown in the "in-play" tab and not also in the special abilities list. Thanks!
 
Is this possible? I know livename affects both, but is there some internal component to livename that I could use to change only the name of the ability as it's shown in the "in-play" tab and not also in the special abilities list. Thanks!
Nope. Why would you want to?

The final livename will be the one printed to character sheet so it should be in the most useful state.
 
It's complicated, but I do have a reason. The class I'm inputting has the ability to merge with corpses, gaining the abilities of those creatures in a manner that approximates the polymorph rules. The ability that allows it to do this is thus broken out like wild shape into a number of different allowed sizes and creature types, which it proceeds to "gain access to" as levels are gained. These corpses deteriorate over time, garnering penalties and eventually forcing the character to jump to a new body. I want to use the in-play space for the "main" version of this ability (the one that doesn't specify a creature type or size category) as a means to track how long the current body has been merged with. Unfortunately, the ability's name comes alphabetically between several size categories. It would be much cleaner to keep the body tracker at the top or bottom of the in-play list, so I want to rename the ability to "Body Tracker" just for the in-play tab, but leave its normal name for the special abilities list.
 
It's complicated, but I do have a reason. The class I'm inputting has the ability to merge with corpses, gaining the abilities of those creatures in a manner that approximates the polymorph rules. The ability that allows it to do this is thus broken out like wild shape into a number of different allowed sizes and creature types, which it proceeds to "gain access to" as levels are gained. These corpses deteriorate over time, garnering penalties and eventually forcing the character to jump to a new body. I want to use the in-play space for the "main" version of this ability (the one that doesn't specify a creature type or size category) as a means to track how long the current body has been merged with. Unfortunately, the ability's name comes alphabetically between several size categories. It would be much cleaner to keep the body tracker at the top or bottom of the in-play list, so I want to rename the ability to "Body Tracker" just for the in-play tab, but leave its normal name for the special abilities list.
Trying putting a single space in front of the name. That will force it to get sorted to the top. That is one idea.

The only other idea is to use a tracker instead that is named Body Tracker and is bootstrapped to the class ability.
 
Since your solution to both of my problems with this ability was to try boostrapping a tracker, I tried it. Unfortunately, I think that layout is even more confusing, because it wants everything to be a number out of a total number of usages (1/3, 2/3, etc.).

Then, I tried adding the space before the ability's name, and that worked, but left the name justified weirdly in the specials list.

After snooping around, I ultimately decided on bootstrapping a generic "ability", since those seem to have similar functionality to the class abilities. I'm having difficulty getting that to display on the in-play tab, though. As I only want an incrementer, I've only checked "Choose Amount of Activation?" and filled in the "Incrementer Label" and minimum and maximum activation fields. I unchecked "Show in Specials list?" and thought that would do the trick.

But it isn't showing up, despite being bootstrapped to an active ability. Is there something else that needs to be selected to make this work? Do I need to select a function? I tried selecting "Other" since none of the choices seemed to apply, and it still isn't working.
 
Oh. That's weird. You can show normal class abilities on the in-play tab but not in the specials list, right? I feel like I've done that before.
 
Is there even a point to having a "Show in Specials List?" checkbox if it pulls it off the in-play tab too? These abilities can only be added via bootstrap, right? And they only ever show up in those two places, right? It seems like conditional bootstrapping would handle any situation where you'd want this box unchecked.
 
Problem solved! I built the tracker as a Custom Class Ability bootstrapped to the main class ability, and just assigned no class to it.
 
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