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Intelligent Item Languages

Ah . . . Thanks, Aaron!

But I just made the item using the Custom Weapon section of HL - no editor work involved. Are you saying that to do this I'll need to create the item in the editor first?

If that's the case, I think I can do it. But is there any way you guys could - in a future update - make a "No Common Language" option for intelligent items like you have in the Configure Hero box? It would be a nice option.
 
There is one difficulty in implementing the "No Common Language" house rule for intelligent items, as you suggest. Namely House rules like that are applied globally, so it'd be an all or nothing proposition. If you checked the house rule none of your weapons would come with common as a default. A better option would be to add an adjustment which lets you select a custom magic item that is intelligent and applies the tag to that one only. Or, if you'd prefer to do it differently you could make a new Intelligent Item power that costs nothing and have it assign the tag to its container.

Hope that helps.
 
Or, if you'd prefer to do it differently you could make a new Intelligent Item power that costs nothing and have it assign the tag to its container.

Hope that helps.

This looks like the option I'd like to go with, but I can't figure out how to make it happen. Hints or a straight up walk-through, please?
 
Even better - would it be possible to create a power that allows the replacement of Common as the default language with one of the user's choice?
 
OK, I've been trying to track this down, and found this thread.

I applied the bootstrap detailed to an Intelligent Item Power, and it adds Draconic nicely - but it doesn't delete Common. I used the phase/timing specified by Matthias in that thread. Help?

This also lead me to another thought (mentioned above). Could this be used to allow the player to choose an alternate language from a box similarly to what the Linguistics skill does?

Still experimenting, but if anyone has suggestions they'd be very welcome!
 
Well, I'm not having much luck here. I've tried looking at the Linguistics skill, but can't decipher what I need to pull from there. I've looked at the debug tags for Common and for other languages on characters that have them.

I did make a new mechanic for our house-ruled Living Pathfinder setting similar to the one in the earlier referenced thread, but we give a free regional language and don't eliminate the Common language. I'd love to do a dialogue box (like the Linguistics skill) for this as well as for the alternate intelligent item language.
 
The thread you referenced is for removing common from all races and replacing with a new one. Not exactly the same as here.

I did try out "Hero.NoDefComm" at a bunch of different timing and including First,10 and had no luck either with removing Common from the Int Weapon.

I found was that the Common on the int weapon is thingid.lCommon and not thingid.lCommonND. The difference being that lCommon only looks at the house rule sourced to not apply itself. Where thingid.lCommonND looks for Hero.NoDefComm. I am thinking that you would have to do a "Replaces Thing ID" on the "lCommon" language to have the "Containerreq" also look for the Hero.NoDefComm language.

Let me test that...
 
Let me test that...
So I finally got this to work. Overall is not too bad but you do have to do a "Replaces Thing ID". So currently I won't be able to do add this to my Adjustments addon.

So on the "Language" tab do a new(copy) of "Common[thingid.lCommon]". On the "Containerreq" tab change the logic to:
Code:
!source.HouNoComm &  !Hero.NoDefComm
Then for the "Replaces Thing ID" enter "lCommon" that is a lower case "L" by the way. Then give it a new unique ID.

On the "Int Item Power" tab do a New(Blank). Give it a name of like "No Common Language" and a new Unique ID. Then enter a new "Eval Scripts" at First 10:
Code:
perform container.assign[Hero.NoDefComm]

Save everything and reload HL or do a "Ctrl-R". Now a new power will show when you add it to the weapon it will remove the Common Language. Hope that helps.
 
That did it - thanks Shadow! I actually added the eval script to my power that adds Draconic as a default language, so now my sword has Draconic but not Common, and I can just make a similar power for any other default language.

Next I'll work on getting it set it up so that rather than using a separate power for each desired language the power will just give a drop box with a list of choices.

I'll post back here with either success or a request for help . . .
 
Aaron - a suggestion: Add !Hide.Language to the list expression for the language table on an intelligent item. That way, all those replacements and containerreqs could be replaced by simply assigning the Hide.Language tag to that copy of common.
 
All right - I need pointing in the right direction.

I was thinking the way to go about this would be to simply give the item an extra language slot now that I've got the Common tongue eliminated.

I went to the Tiefling race to see how their extra starting language is assigned, and attached that script to my ii power. But even though the power is on the item it grants the extra language slot to the character.

I've tried using 'container.herofield[tLangSta]' and 'container.parent.herofield . . .' but both end up still giving the character the extra language slot rather than the item.
 
All right - I need pointing in the right direction.

I was thinking the way to go about this would be to simply give the item an extra language slot now that I've got the Common tongue eliminated.

I went to the Tiefling race to see how their extra starting language is assigned, and attached that script to my ii power. But even though the power is on the item it grants the extra language slot to the character.

I've tried using 'container.herofield[tLangSta]' and 'container.parent.herofield . . .' but both end up still giving the character the extra language slot rather than the item.

Worked on this some more over the weekend - I've now tried everything I can figure out to try. Any help would be appreciated :)
 
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Worked on this some more over the weekend - I've now tried everything I can figure out to try. Any help would be appreciated :)
So I went and pulled up the script on "Linguistics" as I found increasing the magic items Linguistics skill gave it languages.

So taking the script from the Skill gives:
Code:
container.child[gCustMagic].field[gLangs].value += 1
 
And that does exactly what I wanted it to do - I now have an intelligent item power that removes Common as the default language and allows the owner/user/creator of said item to choose a replacement language for it.

Many thanks, Shadow!
 
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