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Favored Tech List

madcatprimary

Active member
I'm creating a custom class. I'm trying to add a class feature that will grant a list of techs and a note a situational bonus on some selected skills. It would work pretty much the same way that Favored Terrains do for Rangers, but that is clearly not a simple class feature. I've hunted through the editor looking for some way to do this, but while I can get a list of techs to populate and make the selectable at the correct levels, I cannot get them to assign a pickable bonus the way favored terrains do for rangers.

How does that function work, and how can I harness it? I cannot figure out where Favored Terrain is getting its bonus selector from.
 
Custom Procedures and Adjustments needed?

It looks like I may need to create a custom procedure and a custom adjustment in order to make this work? Favored Terrain has both of these. It's hard to analyze how Favored Terrain works, since it's built in to the class editor form, and doesn't expose the methods used to make the items in the list get the +2 to +8 bonus as a selector. None of of the bootstraps or eval scripts are visible. I can't think of any other classes that have a similar feature that may not be as deeply built into the editor to examine.
 
Favored Terrains and Enemies are their own thing, with a shared table and mechanic. If your favored tech thing does not replace them, I would have my specials added elsewhere. Try making a configurable and a series of Custom Abilities (for each favored tech) to add to it, each of which has an incremeter.

Have the configurable bootstrap a resource which sets its own maximum (for the upgrades), and then loops through the Custom Abilities added through the configurable, looking for incrementers set above 1. If it finds any, the resource ticks off however many clicks over 1 as spent upgrades.

Set up a procedure to translate the value of the incrementer into whatever actual value it represents (I don't think we have set it up so you can define an incrementer to increase by 2s or higher), and call that from each of the special abilities. Set up another procedure to apply whatever effects are appropriate based on that value (such as situationals to skills or whatever) and call that after the previous procedure.
 
Adding an incrementer to a custom ability

So far I have created a Custom Ability for each of the techs. I have them assigned to the first Custom Ability for the class. They show up and are selectable. Following your suggestion, I need to add an incrementer to each of these Custom Abilities. Unfortunately, that's where I'm stuck. How would I add an incrementer to a Custom Ability?
 
In the Activation Information section, check the box for "Choose Amount of Activation", that will make it show an incrementer on the In-play tab. Unfortunately, no way to show incrementers on the class table.
 
Feels like progress

Okay, I have a configurable cfgMecFvTc with all of the Custom Abilities assigned to it. Now onto the part about bootstrapping a resource that sets the maximum custom abilities and loops through ticking off spent upgrades.

Can you suggest anything that may already have such a feature I could use for reference? When you say 'bootstrap a resource', I don't know what type of resource to create for it to bootstrap. I feel like I've stumbled across an advanced topic here. I'm pretty new to this, but I know if I keep picking your brain I can get this done. :)
 
Ah, I'm doing this wrong anyway. I don't need the bonus to be selectable. Here's how it's written up in the class:

"At 6th level and at every four levels thereafter (10th, 14th, and 18th level), the mechanist may select a new favored tech, and the bonus associated with every previously selected favored tech goes up by +1. For example, a 15th-level mechanist will have four favored techs, with bonuses of +4, +3, +2, and +1."

So, I just need it to let the player pick one of the Custom Abilities at level 2, 6, 10, 14, and 18, and have the bonus increment up by one on each existing one when a new one is chosen. I'm guessing this option is much easier, and can be seen from the Class tab.
 
Looks like I could try a "foreach pick in hero from" type statement to populate the abValue2 field, and have an eval script that gets it's value from abValue2, but I don't know what to put in the 'foreach' statement in order to get the value into abValue2.
 
First, in the develop menu, make sure enable data file debugging is turned on.

Next, on your test character, add several of these techs to a character.

On each of them, right-click, and choose "Show Debug Fields for XXXXX". Filter the list of fields to just show xIndex - compare the xIndex values on the various techs.

Then, click-and-drag those techs to different positions in that table - watch how the xIndex changes.

So, now you've got xTotalLev on each of these, storing the effective level, and you've got the position within the list - from xTotalLev, you can calculate the bonus to grant to the newest one, right? Then, given that you know the position of each one, you can calculate the bonus to grant to the rest of them, right?
 
Okay, that's awesome. It works! I can get now get the first tech to show a +1 bonus, and if I move it up, each slot it goes up increases it by 1. Perfect! Thanks!
 
Target Skills in Custom Abilities.

Can I use this type of command with a Target in order to get the situational bonus to apply to all of the Targeted skills in the Custom Ability? The hero.child[skDisable] would need to get swapped for a call to all the targeted skills. This way, I can just have the one command, instead of several in the case of multiple skills (such a big batch of craft or profession skills or something).

#situational[hero.child[skDisable], signed(field[abValue2].value) & " bonus when working with aircraft", field[thingname].text]
 
Did that line of code not work? If not, please post the error message.

Nothing about it looks wrong, at first glance.
 
It works, but just for Disable Device. Within the Custom Ability you have the ability to target lots of skills using the Targeted Skills option. I'm looking for a way to have the script use the Targeted Skills instead of calling out each skill one at a time using scripts like that one.
 
I realize I could just add another line for each skill I want to modify, but it seems like the Targeted Skills option must have been added for this purpose.
 
If that's not a thing, how about a single tag that will let you apply a modifier to all craft skills without having to single them out?
 
What examples can you think of of something that adds a bonus/penalty to all craft skills, or all perform skills?

Yes, there's a better way to do this than dozens of lines, but there are also lots of examples of this available to draw from.
 
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