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Conditional Bootstrap Help

Fugh

Member
I am making a Faction for wizards that grants you Martial Weapon Proficiency unless you have Martial Weapon Proficiency - All, if you have Martial Weapon Proficiency - All then it grants you Weapon Focus instead. I am trying to set this up with conditional bootstraping but I keep getting this error:

Hero Lab was forced to stop compilation after the following errors were detected:

Syntax error in 'bootstrap #1 condition' tag expression for Thing 'facIKIlume'
-> Invalid tag template specified: '#hasfeat[fWepMart]=0'
Syntax error in 'bootstrap #1 condition' tag expression for Thing 'facIKIlume'
-> Invalid tag template specified: '#hasfeat[fWepMart]=1'

Is there another to format this? Or what am I doing wrong?
 
Yes, tag expressions have a different way of doing things than eval scripts. In this case I think what you want to do is count a tag, yes? You can do that with:

Code:
count:GROUPID.TAGID

where GROUPID is "HasFeat" and TAGID is the unique ID of the feat in question (in this case at least).

Unfortunately, HasFeat tags are added WAY too late for you to check them in a bootstrap condition. I'd say have your feat run an eval scripts that checks for a live copy of the feats in question, and if present does something to satisfy one of the bootstrap conditions on either Weapon Focus or Martial Weapon Proficiency. The "does something" will depend on what you set the bootstrap condition to be.

For example, if you want to check for a tag, then you'll have to define a new Custom tag, have the eval script assign it to the hero, and then have the bootstrap condition check for the tag.
 
Aside from making a new copy of the feats in question which would bootstrap the custom tag how do I assign a custom tag to a feat? Or conversely how do I check if a pick is live?
 
You can define a Custom tag on anything, so just put it on the Faction you made, don't need to do anything to the existing feats. The button to add new Custom tags is near the Sources button, towards the bottom of the editor.

You can check to see if something is live with
picklives[UNIQUEID]

and then based on that, assign your new Custom tag to the hero.
 
ok I have this as an eval script

Code:
if (hero.childlives[fWepMart] = 0) then
    perform hero.assign[Custom.IllumWepCk]
endif

and

Code:
count:Custom.IllumWepCk <> 0

and

Code:
count:Custom.IllumWepCk = 0

for the conditions on the bootstraps.

I had to do everything absurdly early (First/500-700) but everything works. Thanks so much for your help.
 
Since you are assigning the tag to the hero you can also do the tag condition as follows:

hero#Custom.IllumWepCk

and

!hero#Custom.IllumWepCk
 
Since you are assigning the tag to the hero you can also do the tag condition as follows:

hero#Custom.IllumWepCk

and

!hero#Custom.IllumWepCk
The hero part of this is actually not needed as bootstraps always look at the hero. Their is one case where this is not true but can't recall off the top of my head what that is.

So as you always check the hero level:
Code:
hero#Custom.IllumWepCk
and
Code:
Custom.IllumWepCk
will provide the same results actually. Its a good thing to keep in mind as many times I have tried to just put the tag on a class or race and check it but nope you have to check the hero.
 
The context of a bootstrap condition defaults to the container (which is the hero, for most thing). The exception ShadowChemosh mentioned remembering is likely inside gizmos, like custom magical weapons. Anything inside those, such as item powers, would have to use hero# to check for a tag on the hero, rather than on the gizmo.
 
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