• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Favored Enemy/Terrain - Final touches....

Brolthemighty

Well-known member
So my work on the Spell-less Ranger is almost to an end. I have the last few feats and talents to wrap up, and the big problems I'm having now are with the Favored Terrain and Enemy mechanic. I have two feats in a chain. One increases your bonuses to a single Favored Terrain by one level, the other increases that same terrain again. Initial feat's text:


Benefit: You may specify one of your favored terrains. While in that terrain, you gain an additional +2 bonus to initiative and to Knowledge (geography), Perception, Stealth, and Survival skill checks.

What I'm trying to figure out if there's a way to search the character for selected terrains and generate a picklist to choose from. From there it should be easy enough to increase the bonus. The next feat in the chain would have to....find what was chosen somehow...and apply a bonus again?

The second feat, is more problematic. This one adds bonuses to favored terrain, that are the basse ones.

Benefit: When in any of your favored terrains, you gain a +2 morale bonus on all attack rolls, damage rolls, and combat maneuver checks. Such recklessness, however, bestows a -3 penalty to your armor class. You must choose to use this feat before making an attack roll, and its effects last until the start of your next turn.
 
They are both circumstance bonuses.
You can use the #situational macro to remind the player of their favoured terrain bonuses.
 
I believe Boots of Friendly Terrain already choose among favored terrains with this candidate expression:

component.BaseCustUs & Helper.Secondary

Make sure you limit it to picks on the hero. Then you can add to the abValue field to increase the bonus.

For the second feat, have the first feat define a Custom tag, and then assign that Custom tag to the chosen favored terrain. The second feat can then have this for a candidate expression:

component.BaseCustUs & Helper.Secondary & Custom.WHATEVER

For the third feat, the one that adds att/dam bonuses but reduces the AC, I would handle it as an activated ability on the In-play tab. That way the user can turn it on or off from round to round. Look at rage, or power attack for an example of how an Activated ability is constructed.


The macro bodrin mentions applies some text to a thing as a reminder to the user that you get a bonus to it under certain conditions. For example, something that gives you a bonus to saves vs enchantment (like the elven racial ability), would use:

#situational[hero.child[svAll], "+2 vs. enchantments", field[name].text]

The first part is the targetted thing (all saves, in this case), the 2nd is the text to apply (in between the quotation marks), and the third is the source of the bonus (the originating abilities name field in this case).
 
This is still on my radar, I'm just on my work cycle right now. Once Thursday hits I'll have time again to work on the scripting.
 
Alright, so I'm finally off work and have finally been able to review the eval script for those boots...and I'm still not seeing it. I apologize, but I'm not figuring out that type of scripting. Seems a bit different than the ones I've been doing. I might just make it give a favored terrain upgrade, and put in text to have the user do it that way. Less elegant, but is something more understandable for me to do.
 
Back
Top