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Modifying eval scripts with archtypes & traits?

Muspellsheimr

Active member
How can I replace or remove a class or racial eval script with an archetype or alternate racial traits?

In this instance, I want to remove the druid's restriction on metal armor with an archetype.
 
That helps with what I'm doing this time (and by happenstance I just found the Druid of Gorum archetype in the editor - something I didn't know existed previously), but the original question still has not been answered.

How do I disable, delete, or replace a class or race eval script using archetypes or alternate traits?
 
On the Archetype tab in the editor, there are selectors you can pick for that.

"Removed Class Special Abilities"
"Modified Class Special Abilities"
"Removed Weapon/Armor"
"Modified Bonus Feats per Level"

These are just some of them.
 
As Umarian says, the archetype has built in tag mechanics to replace and disable existing class abilities, and the class abilities should have a check in their eval script that prevents them from doing anything when disabled.
 
Yet again, that doesn't answer the question. Not really sure how much clearer I can be - I even provided an example in the original post.

I do not care about 'class special' or 'custom ability'.

I want a way to remove the script (not just tag) that gives druids a restriction on metal armor or a cleric's check for variant channeling, or change a monk's bonus feat progression or a sorcerer's check on bloodline energy type. Dragons use an eval script to set the range on their breath weapons. Humans use one to give an ethnicity field.


Again, how do I disable those scripts with an archetype or alternate trait?
 
Please break this down into separate questions for each of those things, because the answer will vary in each case. For example, Umarian's answer is correct for bonus feat progressions.

For the rest, you have to look at how the script is written - is there an on/off test included in it? If so, figure out how you can set things up on the character so that it fails that test. If not, how could you modify the script to add in an on/off test?

Also, please tell us your goal in each case - don't concentrate on the method, concentrate on the goal.
 
I think he's asking a much more general question, Mathias.

If I'm understanding the meaning of your question, I think there's some confusion about how things work in HL. You can't directly disable scripts in HL, you have to change conditions on the pick that runs that eval script such that 1. the script turns itself off or 2. when running can't have an effect. The most common way to do this is by manipulating the tags on a pick.

For example 1, if you want to disable a class special, you assign a Helper.SpcDisable tag to it, and then the eval script it runs finds that tag and stops before doing anything.

For example 2, if you don't want the Druid class to forward the Hero.NoMetal tag to the hero, you can delete that tag before it is pushed to the hero.

A third way to accomplish something is to undo or compensate for it after it happens. That's not always ideal, but sometime it is convienant. The first advice I gave you, relating to the Druids inability to wear metal armor, is of this type. Why is it convienant? Because the tag is forwarded to the hero pretty early, so you could run your script at most priorities. Why is it not ideal? It's not specific to druids. Should a future class with a no metal restriction come along, it would lose the restriction from this as well. Why'd I think that didn't matter? The "not ideal" issue seemed unlikely to pass.
 
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I hope that answered your general question, and as Mathias says, for specific questions please give us as much information as possible.
 
Also, please tell us your goal in each case - don't concentrate on the method, concentrate on the goal.
Knowing what 2 + 2 is doesn't help unless I also understand why. Know that proverb about giving a man a fish vs. teaching him to fish?

You can't directly disable scripts in HL, you have to change conditions on the pick that runs that eval script such that 1. the script turns itself off or 2. when running can't have an effect. The most common way to do this is by manipulating the tags on a pick.
That is... unfortunate. Thank you for answering the question, at least.
 
Knowing what 2 + 2 is doesn't help unless I also understand why. Know that proverb about giving a man a fish vs. teaching him to fish?

Muspellsheimr,

The reason people are asking for details of what you are trying to do is to figure out the best way to help you accomplish it. There are numerous ways to do things depending upon what the final goal is.

To put it in terms of your proverb, you are asking "How do I catch a fish?" You have been given the answer to your question.."Get a pole, a worm and a hook..."

Now if you were to ask "How do I catch a small mouth bass with a jig?" The answer would be VERY different. In either case, you are being taught how to fish, just not in the way that you are looking for.

The more information you give, the better the answer you will receive.
 
That is... unfortunate. Thank you for answering the question, at least.
I guess like Mathias I would interesting to understand why its unfortunate as it has been mentioned using Disable Tags will prevent 99% of the scripts in HL from running. The software is fully setup to support Archetypes and Alternate Racial Specials that need to disable the existing class specials and race specials.

So if you let us know what your trying to accomplish we can help. Narrowing down the focus to a single "issue" also makes getting answers way easier.
 
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