• 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

Linguist as Knowledge Skill

Gatlin

Member
How would you write the Linguist Edge so that it adds a bonus number of knowledge skills rather than languages?

I want languages to have a skill die associated, so I want the edge to add a bonus number of skill points.
 
Knowledge skills are major pains in the backside.

When creating the edge, bootstrap each skKnow. Set a field with an ID of domDomain and a value of "Language1" - action is ASSIGN.


The create an Eval Script, Pre-traits, Priority 5000

~This will offset the cost:
perform #resspent[resSkill,-,1,"Free Knowledge"]
~This will increase the Skill
foreach pick in hero where "thingid.skKnow"
if ( compare(lowercase(eachpick.field[domDomain].text),lowercase("Language1") ) = 0) then
eachpick.field[trtBonus].value += 2
endif
nexteach

I am pretty sure that this will create a KNOWLEDGE (Language1) skill at a d8.
 
It's also the 2nd example in the Common Code Examples thread stickied on this forum, in case you have other kinds of things like that you might want to see if you can find it there first, if that helps any.
 
Thanks for the responses.

Is there a way to add a number of bonus knowledge skills based of the character's Smarts die? Unless I'm mistaken, the examples given will give a single skill for free or increase the die.
 
Well, you'd have to nest the add code in a for-loop that iterates on the Smarts die, but you'd also have to change the name (that "Language1" part in the example above) for each one you do. I'm not sure if you can nest a variable in quotes or not. I'd have to really do some playing around to see if I could figure out the code to use I just don't really have the time to do that, but maybe someone else here can figure it out better than I.
 
Try SETTING ADJUST tab --> MULTIPLE LANGUAGES? checkbox as a work around. I believe that it enables precisely what you are trying to accomplish.
 
No, that turns on the standard Multiple Languages setting, but NOT as Knowledge Skills. You could probably get the base code to wrap the knowledge skill code with by finding that in the source code files, though.
 
The issue is that you can't add picks to the character like that. Each Knowledge Skill is a separate pick. It's either there or it isn't, you can't make it conditional.
 
Hmm...is there a way to add a bonus number of skill points based of Smarts? That way you could just put a warning in that says you have to use the bonus points for languages, similar to the Elderly edge or the College Boy edge from Weird Wars.
 
You should be able to. I've added skill points, and done things based on Smarts, so there should be syntax to do both, but I'm too busy to figure it out right now.
 
Not necessarily together, but that should all be in there, it just takes putting it all together.
 
Well, that was what I meant in my original post; I knew the components were there because I've used them both in different places.
 
Back
Top