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Changing Carrying Capacity Help?

ShadowChemosh

Well-known member
I am very new to HL and trying it out to see if it will work well for my group. I am trying to enter one of our custom races and have run into a problem. I have an ability called Hulking Brute that lets the race carry more equipment. So in example with an 18Str this races light load should be 150 lbs instead of the normal 100 lbs.

I can't seem to figure how to do this. Is this possible?

Second question. This race has Horns (ie gore attack) which I have added successfully. It also has powerful charge and can use the horns as a secondary attack. I have this all showing correctly on the character sheet except I would like to change the displayed name.

For each of the three different types of attacks it simply says Gore, but I would like to be able to say Gore(Primary Attack), Gore(Powerful Charge), and Gore(Secondary Attack). Can this be done?

Thanks
 
I'm guessing you want a carrying capacity multiplier of 1.5.

In the develop menu, make sure that the first item, "Enable Data File Debugging" is checked. Then, from the bottom of the develop menu, select Floating Info Windows", and then "Show Hero Fields". Look through all the fields that are stored on the hero, and you'll see that tEncumLgt, tEncumMed, and tEncumHvy exist, and store the light, medium, and heavy encumbrance thresholds.

So, now to go about modifying them. The most critical thing here is going to be timing, and unfortunately, it's not something you would have been able to look up yourself, since it's buried in the structural files. Those values are calculated at Post-Attributes/1000, and then tEncumLev, which is the encumbrance level the hero is at, is calculated at Post-Attributes/2000, so, you'll use Post-Attributes/1500.

Multiplying the fields by 1.5 is easy:
Code:
herofield[tEncumLgt].value *= 1.5
herofield[tEncumMed].value *= 1.5
herofield[tEncumHvy].value *= 1.5

So, put that in an eval script on your race, with a timing of Post-Attributes/1500.

When you say the gore attack is available as a secondary attack, do you mean that this is a race that has a natural attack and can use manufactured weapons? So while a manufactured weapon is being used, the natural weapons are secondary attacks instead of primary? If that's the case, it's a game-system-wide rule that I'll be implementing as part of the Bestiary project, so wait a month or so, and I'll solve that one for you.

For the powerful charge, I'd suggest looking at the triceratops animal companion race, since it also has gore and powerful charge. Open a copy of that race in the editor, and press the bootstraps button. Look at the fields and tags that are assigned to the powerful charge, and you'll find that all I've done is to rename the Powerful Charge ability as "Powerful Charge (4d6)". I'd suggest just sticking with the existing pattern of how to name the attacks.
 
I'm guessing you want a carrying capacity multiplier of 1.5.

In the develop menu, make sure that the first item, "Enable Data File Debugging" is checked. Then, from the bottom of the develop menu, select Floating Info Windows", and then "Show Hero Fields". Look through all the fields that are stored on the hero, and you'll see that tEncumLgt, tEncumMed, and tEncumHvy exist, and store the light, medium, and heavy encumbrance thresholds.

So, now to go about modifying them. The most critical thing here is going to be timing, and unfortunately, it's not something you would have been able to look up yourself, since it's buried in the structural files. Those values are calculated at Post-Attributes/1000, and then tEncumLev, which is the encumbrance level the hero is at, is calculated at Post-Attributes/2000, so, you'll use Post-Attributes/1500.

Multiplying the fields by 1.5 is easy:
Code:
herofield[tEncumLgt].value *= 1.5
herofield[tEncumMed].value *= 1.5
herofield[tEncumHvy].value *= 1.5

So, put that in an eval script on your race, with a timing of Post-Attributes/1500.
Nice that worked perfectly thanks.

When you say the gore attack is available as a secondary attack, do you mean that this is a race that has a natural attack and can use manufactured weapons? So while a manufactured weapon is being used, the natural weapons are secondary attacks instead of primary? If that's the case, it's a game-system-wide rule that I'll be implementing as part of the Bestiary project, so wait a month or so, and I'll solve that one for you.
Yep that is exactly what I am talking about actually.

For the powerful charge, I'd suggest looking at the triceratops animal companion race, since it also has gore and powerful charge. Open a copy of that race in the editor, and press the bootstraps button. Look at the fields and tags that are assigned to the powerful charge, and you'll find that all I've done is to rename the Powerful Charge ability as "Powerful Charge (4d6)". I'd suggest just sticking with the existing pattern of how to name the attacks.
Nice. That also worked out really well thanks.


I have a new question then actually as I can't seem to get the following script to work.
Code:
~Post-attributes        10000   1
var IntimLvl as number
var ChrBonus as number

~Give a minimum bonus of 1 or one quarter the barbarains level
IntimLvl = #levelcount[Barbarian] / 4
IntimLvl = round(IntimLvl,0,-1)
if (IntimLvl <=0) then
        IntimLvl = 1
endif

~Attempt to figure out if their is a negative Cha modifier
ChrBonus = 0
if (hero.child[aSTR].field[aModBonus].value < 0) then
        ChrBonus = hero.child[aSTR].field[aModBonus].value * -1
endif       

~Add the bonus and Cha into the Initimdate skill
#skillbonus[skIntim] = #skillbonus[skIntim] + IntimLvl + ChrBonus

Its for a new Barbarian Power called Me Grug. Which does the following:
Me Grug: You may only take this rage power if you have the Intimidating Prowess combat feat. Add your Charisma modifier to your Intimidate checks only if its a bonus. You also gain a +1 bonus to your Intimidate checks per every 4 levels of barbarian attained (minimum 1).

The above script almost works. It does seem to calc the correct level bonus, but my attempt to remove any negative Cha modifier does not appear to work. I tried different Attribute Values from the editor help, but none of them seem to store the negative Cha value.

Any help would be greatly appreciated.
 
Actually, you'll want to modify the attribute bonus on the skill directly, setting it to have a minimum of 0:

Code:
hero.child[skIntim].field[skAttrBon].value = maximum(hero.child[skIntim].field[skAttrBon].value, 0)
#skillbonus[skIntim] += IntimLvl

Since skAttrBon is calculated at Post-Attributes/10000, you'll need to move your script back to Post-Attributes/10500.

Also, your post said charisma bonus, and your script was checking strength bonus - you might want to double-check which one you intended to use.

Since you're heading into more advanced programming, you'll probably find this useful:

Code:
debug hero.child[aCHA].field[aModBonus].value
or
Code:
debug ChrBonus
To see the debug output, go to the develop menu...floating info windows...show debug output. It can be used to tell you what's actually happening inside your scripts.
 
Actually, you'll want to modify the attribute bonus on the skill directly, setting it to have a minimum of 0:

Code:
hero.child[skIntim].field[skAttrBon].value = maximum(hero.child[skIntim].field[skAttrBon].value, 0)
#skillbonus[skIntim] += IntimLvl

Since skAttrBon is calculated at Post-Attributes/10000, you'll need to move your script back to Post-Attributes/10500.
Nice that does work allot easier than what I was trying to do.

Also, your post said charisma bonus, and your script was checking strength bonus - you might want to double-check which one you intended to use.
Thanks. As I am really new I do allot of copy and paste from other scripts and just try to modify them for my use. Turns out Copy/Paste is not always your friend. I forgot to change the Str to Cha and that would explain why it was not doing anything at all.

Since you're heading into more advanced programming, you'll probably find this useful:

Code:
debug hero.child[aCHA].field[aModBonus].value
or
Code:
debug ChrBonus
To see the debug output, go to the develop menu...floating info windows...show debug output. It can be used to tell you what's actually happening inside your scripts.
That is a GREAT help actually. It had really been slowing me down with the inability to see what exactly was happening in the scripts. Thanks again.
 
....
Since skAttrBon is calculated at Post-Attributes/10000, you'll need to move your script back to Post-Attributes/10500.
This is something I am just NOT getting actually. How did you know that? I have tried reading the little I could find on the Phase and Priority, but its not helping much. Is their some additional help pages that explain this?

Thanks
 
Go to the intimidate skill, right-click on it, and select "Show debug tasks for XXX". That will at least show you what timing all the existing scripts on a thing are at. Unfortunately, adding script names to most of them is a project I haven't gotten to, yet, so you normally don't know what's actually happening at some time - just that something happened. In this case, you can see that "Field Calculate - field "Attribute Value" (skAttrBon)" happens at Post-Attributes/10000.

Please don't hesitate to ask me about timing - I can look up all the scripts in the structural files, and tell you exactly when things are happening.
 
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