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Feat Help - Can't use divine spells

Frodie

Well-known member
Ok, working on a feat, but I have no idea where to start. It has many different bonuses and penalties, all is cool so far, but IDK how to work this part. This penalty is that the hero can't use divine spells. ATM I have the feat delete any divine tags, and it does, but there is no errors on spells etc.

IDK, any ideas?

Thanks
 
I was thinking about

Global Test 12000

foreach pick in hero from BaseSpell where "Hero.Divine"
perform eachpick.assign[Helper.RemoveCast]
nexteach

But no go, maybe timing. Any ideas?
 
Is it a feat that makes sense for a Divine caster to take? I might just throw errors if tagis[Hero.Divine]
 
The feat has multiple selections, so they could take other selections.

Is there a way to throw a divine error in a script?

The feat is Ancestral Legacy, the choice I am working on is Mordenheim.

You belong to one of the great families of Ravenloft.

{b}Prerequisite{/b}: Human or crossbreed subtype (dhampir, half-elf, half-vistani, caliban or changeling).

{b}Benefit{/b}: Your starting wealth increases by 1d6 x 10 gp. Further benefits you receive depends on which family you belong to. These bonuses are all trait bonuses.

{i}Boritsi{/i}: +2 Sense Motive and Bluff checks regarding sending and intercepting secret messages; +1 to saves against poisons and drugs. Consummate courtiers famous for their refined manners, enduring beauty and phenomenally long memories for grudges (Borca).

{i}D'Honaire{/i}: You gain a +1 bonus to all saves against mind-affecting spells and effects; +2 to Heal checks using hypnotism. Intellectuals attracted to the arts of medicine and hypnotism (Mordent, Dementlieu).

{i}Dilisnya{/i}: You gain the Poison Use ability. If you already have this ability, you gain the Swift Poison rogue talent instead. You also gain a +2 bonus to Bluff checks to lie. Enormously widespread family with a treacherous reputation but clannish support for each other (any, especially Borca).

{i}Drakov{/i}: +1 Intimidate, or +2 to intimidate Falkovnians; -2 Diplomacy to those from neighbouring domains; gain a Martial Weapon Proficiency or +2 to confirm critical hits with 1 martial weapon if already have that proficiency. Fierce warrior dynasty famous for its tendencies to depravity and violence (Falkovnia).

{i}Graben{/i}: +2 Appraise; +1 saves against curses. Isolationistic, but wealthy family of merchants; reputed to engage in in-breeding and grave robbery (Graben Island).

{i}Godefroy{/i}: +2 Diplomacy and saves against the special attacks of incorporeal undead; if you kill any member of your own race, you are haunted by their geists; you become a ghost upon your death which must be put to rest before you can be raised or reincarnated. Family known for its affinity with the spirit world (Mordent).

{i}Gundar{/i}: On a critical hit, you deal extra damage equal to double the critical modifier of your weapon; +1 to CMD; -1 to saves against fear effects. The illegitimate offspring of the brutal but cowardly vampire warlord that used to rule Gundarak; almost all are dhampirs and almost none are aware of their heritage (Barovia, Invidia).

{i}Hiregaard{/i}: +2 Fortitude saves and saves against compulsions, -1 to Madness saves or spells or effects that induce insanity. Lusty, known for their physical prowess and sense of duty, but prone to madness (Nova Vaasa).

{i}Madrigore{/i}: +2 Linguistics and Knowledge (arcana); these skills are always class skills for you; -2 to saves against possession. A family of prolific writers with a long interest in the arcane, groomed over the centuries by a dark presence. (Barovia, Mordent, Dementlieu).

{i}Mordenheim{/i}: Gain spell resistance 6 + class level against divine magic, which can't voluntarily be lowered; can't use divine spells; the caster level of all Alchemist extracts you prepare is increased by 1. Family dedicated to scientific pursuits and medicine to an obsessive degree, rejected by the gods for ancient blasphemies (Lamordia).

{i}Petrovna{/i}: +2 to saves against illusions; +1 to Survival, which is always a class skill for you. An in-bred clan of fallen nobles, prone to madness and stricken by poverty (Barovia, Borca).

{i}Renier{/i}: +2 Diplomacy; +2 Sense Motive to discern lies and make hunches; -2 to saves against contracting wererat lycanthropy. Bourgeois dynasty famous for their skills in discerning how the winds of power blow (Mordent, Falkovnia, Richemulot).

{i}Weathermay{/i}: +2 Will saves; +2 Diplomacy; -2 to saves against curses. A family famed for its nobility and heroism, but cursed with tragedy (Mordent).

{i}Von Zarovich{/i}: Knowledge (nobility) is always a class skill; +2 Intimidate; +2 DC to saves against your Necromancy spells; -1 to saves against curses and death magic. Respected and feared, their cursed blood means they walk within the shadow of Death. Watched by their patriarch, Count Strahd, to ensure they don't bring the name into disrepute (any, especially Barovia).

{b}Note{/b}: GMs using the optional trait rules may prefer to make these available as "kits" worth 2 traits each, rather than (or as well as) as a feat.
 
Hmm, how are you doing the families? Are they like heritages on the race or are you using an Array menu? You could also do each family as a helper ability with a bootstrap condition. I would probably do something with a prereq script like

Code:
"You can't use divine magic"

if (Mordenhelm (however you have it selected) ) then
  validif (tagis[Hero.Divine] = 0)
endif
 
I am using the Array. Here is the script

First 1000

if (field[usrIndex].value = 10) then

validif (tagis[Hero.Divine] = 0)
endif


And here is the error.

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

Syntax error in 'eval' script for Thing 'fRVAncLegy' (Eval Script '#20') on line 3
-> Script does not support the '@valid' special symbol so use of 'validif' is illegal
 
You were putting that in an Eval Rule script and not an eval script?

Code:
if (field[usrIndex].value = 10) then
  validif [tagis[Hero.Divine] = 0)
else
  @valid = 1
endif
 
Hum, neither seem to work out. For some reason the doneif blocked the script from running regardless if the tag was there or not. So I took it out. I added the eval rule, but it doesn't seem to do anything, (maybe timing, IDK).

I'll keep looking and thanks for the help.
 

Attachments

Eval Rule
Validation Phase 10000
Code:
if (field[usrIndex].value = 10) then
  validif [tagis[Hero.Divine] = 0)
else
  @valid = 1
endif

There shouldn't even be a doneif in this statement
 
Ok, edited the XML so I could look at it, figured out the problem it was my fault

hero.tagis[Hero.Divine] = 0

gotta check the Hero just doing tagis checks the feat and that will never have that tag unless you assign it yourself.
 
Well I got

Validation 10000

if (field[usrIndex].value = 10) then
validif (hero.tagis[Hero.Divine] = 0)
else
@valid = 1
endif

Still not showing any error if the hero has the divine tag. IDK
 
That's weird, because I had it working, it shows a validation error, click the diamond in the upper right hand corner.
 
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