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How can I do that?

tkarn

Well-known member
For my AE project I have the following problem....

the witch class has different aspects: f.i. a wood witch, a winter witch, a wind witch and many more.

each of this witch type has 5 (ore more) class abilities, you can chose and pick every 5 levels.

How can I make the selection of the witch type and how can I select one of the class abilities?
 
I would either make 5 versions of the class, or I would make the 5 class abilities Custom Abilities that relied on the aspect chosen (also a custom ability). Probably the Custom ability route is better because it would not clog up the class selection screen.
 
I don't think so, they are pretty easy though. All you have to do is set the number the class gets at each level, then create them in the Custom Ability tab of the editor. Make sure you mark the "Available to Class" drop down menu correctly.
 
Now I have a problem coding the Champion class....

A champion has different causes, f.i. life, magic, death etc. This selection I do via a cusom ability chosen at level 1. At Level 1, 5, 10, 15, 20 he gets a champion ability depending on the cause.

I programmed different special abilities at the level with the cause as a prerequisite. It works fine and the ability is red in the ability list, if a cuse is not chosen. But now I have a long list of special abilities.

1. How can I make the special abilities invisible, when the cause is not selected?
2. Choosing the cause will give the champion bonus class skills. How can I programm that?

Thank you.
 
#1 can't be done as far as I know, you'll just have to live with them there but greyed out.

#2 in each cause make an Eval script at First 100:
~ Add a class skill
perform hero.child[cHelpXXX].assign[ClassSkill.Profession]

Where you replace XXX with your class' 3 letter abbreviation and Profession with each skill. If you are giving proficiency with all Profession, Knowledge, Craft, or Perform skills then assign the name of the category. Otherwise, if just giving Knowledge Arcana for example, put the unique ID of those skills (kKnowArcan in this example).
 
#1 can't be done as far as I know, you'll just have to live with them there but greyed out.

That's a pity. There are actually 10 causes..... Is it possible to have it on a seperate screen like it is done on spellcasting classes?
 
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You mean in the little "I" button to the left? I am not sure.

Why do you want to? They shouldn't show on the tab initially unless you have already added the custom ability.
 
Yes,I mean this "I" Button.

I added the special abilities in the bootstrap list of the classhelper tab - and I see all of the abilities when I add the class. Is it possible to add the ability,when the level is reached?
 
Did you bootstrap abilities you made through the tab called "Class Specials" or "Custom Abilities"?

I had recommended that you make Custom Abilities, which should not be bootstrapped to the class but selected through clicking on a button on the class tab (like the Ranger's Combat Style).

If you made Class Specials and bootstrapped them all to the class, that would indeed be awkward and clog up the class tab.
 
If you wanted to do a hybrid system, you could make a Custom Ability for each of the 10 possible paths, then make the Class Specials at each level rename themselves and enter in a description based on detecting with Path Custom Ability was selected.
 
Why don't you send me a copy, so I can see what you are doing and give better feedback.

I'll PM you my e-mail.
 
When you sent it to me, it was all copied and pasted into the body of the text. Can you resend as an attatched data file? I tried copying from the text of your e-mail, but got an error:

"Expected start of an element tag."
 
After I solved a lot of problem,i have a Prereq-Question:

How can I handle that a feat is only at 1st level (during creation) available?
 
After I solved a lot of problem,i have a Prereq-Question:

How can I handle that a feat is only at 1st level (during creation) available?

Prereq:
Code:
~ If we're level 1, we're valid
validif (herofield[tLevel].value <= 1)
~ If the pick has already been added to the hero, assume the user
~knows best, or added it back at 1st level
validif (@ispick <> 0)
 
Thank you, it works fine.

I have some other problems for prereq:How can I script this?


Problem 1. Spell-like ability at caster level 6th
Problem 2. Size Large
Problem 3. Fly speed

An other problem depends on Claw and Bite attack. I can add this with an 1d6 for damage, but I need 1d8.
I added wBite as bootstrap with wMain 1d6_5 but it will not work with 1d8.

The last problem depends on leveling with variant classes. I declared a class and a variant class. Now I have a class special for this variant class at f.i. level 4. this cs has a bonus feat (bonus feat granted selected). The cs is on the special tab at level 4, but the feat is available (and active) at level 1. How can I change it?
 
Problem 1 - I don't think you can do this. You could search for things with the tag for spell like abilities, but there is no field for Caster Level for you to check for 6th level for.

Problem 2 - If the size must be large, make an expr req

herofield[tSize].value = 1

If you mean size large or larger look at Awesome blow feat for:

herofield[tSize].value >= 1

If you mean size large or smaller do:

herofield[tSize].value <= 1

Problem 3 - If any fly speed will be fine look at the "Flyby Attack" feat to find:

hero.child[xFly].field[Value].value > 0

If there must be a minimum fly speed of "#" feet:

hero.child[xFly].field[Value].value >= Whatever #



For the Claw and bite damage, d8 damage is added via a "wMain.1d8_6"



On the class special, click the bootstrap, you should see the feat you bootstrapped... the rightmost button is called Condition. Click on that and change the "Phase" to First and the "Priority" field to 500. Include the below in the "Tag Expression" field:

count:Classes.XXX >= #

Where XXX is the classes identifier (usually the name, but you could choose to have given it a different one when you made the class) and # is the number of levels the class must have before the feat is added.
 
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