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Class Special and Feats

Smittyman

Member
I have a prestige class that I'm attempting to create within the HL editor, and I have a requirement for the class to grant a feat at 1st level. However, if the feat that should be granted is already possessed by the character then it should assign a different feat. As an example, at level 1 "Feat 1" should be received. If "Feat 1" is already possessed then "Feat 2" should be received. If "Feat 2" is already possessed, then the character should be able to select from "Feat 3", "Feat 4", or "Feat 5". Then at level 2 "Feat 2" should be received. However, if "Feat 2" is already possessed then the character should be able to select from "Feat 3", "Feat 4", or "Feat 5". The logic is that "Feat 1" is a prerequisite for "Feat 2", and "Feat 2" is a prerequisite for "Feat 3", "Feat 4", and "Feat 5". As a prestige class it's possible that "Feat 1" and even "Feat 2" could already be possessed at 1st level, so that's why I need to be able to conditionally grant the requisite feats should the prerequisites already be possessed. I hope I've explained this properly. I've been over all the prestige classes I can find in the system to try and find an example and I'm coming up short. As always any help would be most appreciated. Thank you.
 
Set this up as "Bonus Feats". HL is already setup to not allow the same feat to be chosen even from different tabs.

So if FeatA is already taken then in the Bonus Feats list of feats it will be grayed out as an option. Then gamer will then only able to select FeatB instead.

I think that would be the easiest way to do this.
 
If I'm understanding you correctly then I would add all feats into the "Bonus Feats Allowed" under the "Class" tab. But if I do that then wouldn't the player potentially be able to select other feats than "Feat 1, 2, 3, etc." that the class is entitled to? What I'm trying to do is make it so that "Feat 1" is automatically granted at 1st level, kind of like "Bonus Feats Granted" under the "Class Special" tab, but if "Feat 1" is already possessed, then "Feat 2" would be granted, and if "Feat 2" was possessed then the player would only be able to select from "Feat 3", "Feat 4", or "Feat 5", but not any other Bonus Feats that are allowed for the class. I was hoping maybe I could setup some type of eval script for the Class Special that is gained at level 1 to say
Code:
If #hasfeat[Feat1] then
  hero.assign[Feat 2]
elsif #hasfeat[Feat 2] then
  hero.select [Feat 3] | [Feat 4] | [Feat 5]
else
  hero.assign[Feat 1]
endif
or something to that effect (I know I don't have the proper syntax, but I hope that gets my point across).
 
To do it this way you would have to include a lot more programming. You would have to check
1. Do we have Feat 1?
2. If not, then add it
3. If we have Feat 1, then we need to make sure that we did not add it through this ability.

Otherwise, it will work correctly the first time, but when you change something on the character, it will run the script again and see that we do have Feat 1 because your ability added it, so it will add feat 2. Next time you change something else on the character, it will run the script again and see that Feat 1 is not present so it will add it again, and not feat 2.

Been running into this a lot lately with 3PP.s it is simple to write on paper, but a pain to code it.
 
Setup all the 1st level bonus feats using the Bonus Feats Allowed option on the class. Then like a Ranger who gets NEW feat options as they advance you can use a simple set of scripts you run at First/1000.

Here is a sample script that I just did for a ranger with Net and Tridents:
Code:
~at level 6, we add more bonus feats available (we add them to ourself, and then at First/1500, all fInclude tags are forwarded to the class)
If (hero.tagcount[Classes.Ranger] >= 6) Then
   perform assign[fInclude.fNetMane]
   perform assign[fInclude.fNetTric]
Endif

~at level 10, we add more bonus feats available (we add them to ourself, and then at First/1500, all fInclude tags are forwarded to the class)
If (hero.tagcount[Classes.Ranger] >= 10) then
   perform assign[fInclude.fGrtTwoWep]
Endif

So all you have to do is change the above for your Class and levels. Then change the ID after the "finclude" to be the ID of the feats you want to allow.
 
Thanks for the help. With the additional information you provided I was able to get it working in a way that I found acceptable. Thanks again!
 
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