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customize race checkbox

mirtexxan

Member
As my previous thread was more a bug report than a question (and hence was moved), I'm starting a new thread.

I have a simple question: what EXACTLY does the "customize" checkbox do? (in programmer, not user terms please). Is this behaviour customizable through the editor?
I'm talking about the checkbox that appears in the background tab,near the race if the Hero is a NPC.

I'd like to know this, so I could try to fix by myself the bugs I reported in the bug reporting thread... (I know it's kinda weird but I like to fix bugs LOL :))
 
The customise box removes most of standard bootstrapped abilities. Feats, Languages, skill ranks ETC...

This is so you can create a different NPC using the base Bestiary entry. It doesn't permanently remove anything just suppresses them.
 
The customise box removes most of standard bootstrapped abilities. Feats, Languages, skill ranks ETC...

This is so you can create a different NPC using the base Bestiary entry. It doesn't permanently remove anything just suppresses them.

What exactly does it remove? The tags? It add an helper object to feat (for example) that says that said feat is now disabled?
What about the EFFECTS of those now removed "things"? (i'm talking, for instance, about the power attack checkbox in the in-play tab).

Where is the "code" that does this modification?
 
I believe, though I am not near my files to confirm, that the checkbox assigns a tag, which cause the program's portals not to display the bootstrapped feats/whatever and should be suppressing the effects (if it isn't that's a bug we'll need to fix). It also does a few other things like cycle through skills and remove Innate ranks, handles Languages (which was a pain when I implemented it, btw).

The code that handles this is part of the core program, and can't be viewed/modified by general users.
 
I believe, though I am not near my files to confirm, that the checkbox assigns a tag, which cause the program's portals not to display the bootstrapped feats/whatever and should be suppressing the effects (if it isn't that's a bug we'll need to fix). It also does a few other things like cycle through skills and remove Innate ranks, handles Languages (which was a pain when I implemented it, btw).

The code that handles this is part of the core program, and can't be viewed/modified by general users.

Thank you for your answer Aaron.
The problem is that while the "customization" removes some feat, it does not remove others! In particular it doesn't work for dodge innate bonus, nor work on feat that are displayed on the in-play tab (e.g. power attack, cleave, combat expertise, etc). This seems to be a bug, as i reported in the appropriate thread (note that there are problem with skill points too).

However, until a new version comes out, I'd like to workaround the problem myself. The obvious option (copy the race, manually remove feat and innate skill points) it's boring! So i was trying to add a new feat able to add a new feat slot and apply the Ft.disabled and hidden tags on the going-to-be-disabled feat.

~ Disable selected feat
perform field[usrChosen1].chosen.assign[Helper.FtDisable]
perform field[usrChosen1].chosen.assign[Helper.FtHide]
perform field[usrChosen1].chosen.delete[Helper.ShowSpec]
perform field[usrChosen1].chosen.delete[User.Activation]


~ Add 2 to feats allowed, one for itself and one for the selected feat
#resmax[resFeat] += 2

This method does SOLVE the "inplay tab problem"... and it actually cancel the existence of the selected feat... what do you think? Are there better solutions?
 
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Thank you for your answer Aaron.
The problem is that while the "customization" removes some feat, it does not remove others! In particular it doesn't work for dodge innate bonus, nor work on feat that are displayed on the in-play tab (e.g. power attack, cleave, combat expertise, etc). This seems to be a bug, as i reported in the appropriate thread (note that there are problem with skill points too).

This is a feat-by-feat thing - each feat's script has to be modified so that it properly recognizes the disable tag and doesn't apply its effects, and we haven't gotten a lot of the oldest feats fixed (there wasn't a disable mechanism back when they were first created).

Please report them on a feat-by-feat basis as bugs.
 
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