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Modifying Sanity

I would recommend including allot more information to help get you an answer.

At least personally I have no clue what your asking. :(
 
I would recommend including allot more information to help get you an answer.

At least personally I have no clue what your asking. :(

charlieluce is correct.

The stuff I'm looking to modify can be found on the Horror tab if you have Horror Adventures content enabled. There are three numbers that describe a character's Sanity: Sanity Score, Threshold, and Edge. The default values for a new character are 30, 0, and 15 respectively.

What I would like to do is to modify the Threshold (I said Edge in my earlier post, but that was incorrect). Normally, the Threshold is equal to your highest mental ability score modifier (Int, Wis, or Cha). I'd like to add +1 to that Threshold for each level/HD a character has. I haven't had any luck locating where or how that value is set in HL so that i can modify it.

I hope that's enough information.

-Skeld
 
It sounds like you're looking for an Adjustment, or another means of implementing a house rule for this?

Adjustments are often coded by the Community. Typically, someone asks where to make such a change, and the need for a new Adjustment is revealed.

The original requestor may end up creating the Adjustment personally, if there isn't one already. In cases of House Rules (which this sounds like), there usually isn't one. Especially seeing as Horror Adventures is pretty new, there's probably not one there now (looking quickly, I don't see any). And, for the same reason, if someone else volunteers to make such an adjustment, it may take a while for them to figure out how to make it work.
 
Thanks Skeld that helps allot. Looking around these appear to be fields on the Hero actually.

sanity.jpg

As Silveras said looks like no one has created any adjustments around these values yet. It "looks" like this would be pretty easy to add to the Community Pack. I will see if I can get these added for next release.

Update: For timing Sanity appears to need Post-Attributes/10000. While Edge & Threshold requires Final/25000.
 
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Thanks for the help. Modifying this thing is officially way beyond my ability.

We'll just make due until there's a more user-friendly way of tackling this houserule.

-Skeld
 
Have you had any luck in modifying the Sanity content in the Editor? I'm currently trying to incorporate some Call of Cthulhu-style Sanity rolls by eliminating the DCs and making them d100 rolls vs their own Sanity, but adding their Will Save bonus + any fear/mind-affecting bonuses.
What I have so far, but can't seem to get working, is this:
field[abDC].value += hero.childfound[tCurrSan].value + hero.childfound[svWill].value
HL keeps yelling at me that tCurrSan is a 'non-existent thing'... any advice?
 
tCurrSan is a field on the hero, not a pick to be found on the hero.
Hence hero.field[tCurrSan].value should not trigger that error
Ok, I changed the eval script to
field[abDC].value += hero.field[tCurrSan].value + hero.field[svWill].value
but I get the following error:

Syntax error in 'eval' script for Thing 'fSanTrack' (Eval Script '#1') on line 11
-> Invalid use of reserved word 'hero' in script

I also tried it with hero.childfound[svWill].value (because I'm still figuring out how to tell the difference between picks and fields), but I got the same error message.

It's definitely a step in the right direction, so thank you, but I'm still a novice and learning so could you tell me where I'm messing up?
For reference, I'm trying to keep it simple and run it as a Feat with id fSanTrack. I set the Phase as Post-Attributes, Priority 10001 as per ShadowChemosh's update above.
 
1) My bad. That would be "herofield[tCurrSan].value"; as tCurrSan is a field on the hero, the "." which signals a transition, is not needed between hero and field.
2) svWill is not a field on the hero, it its a pick with multiple fields. The Will save would be travelled to by referring to hero.child[svWill], and the total save is stored in the field svTotal.

Thus, field[abDC].value += herofield[tCurrSan].value + hero.child[svWill].field[svTotal].value

I'm not a programmer, so I'm rather awkward at actually explaining these. I learned a lot of those things through reading the Pathfinder manual (accessible from the Classic application), parts of the Wiki, and by long experimentation and getting started from existing items... Look at the 3-4 stickied thread, they contain lots of info.
 
That got rid of the error message, so thank you! The only issue I'm running into now is that I can't seem to get it to display that field[abDC].value anywhere. Do you have any recommendations?

You explained it just fine, and I do understand the differences better than before - speaking as a children's museum science educator, you don't need to be an expert in the field to teach people things that you're passionate about!
 
I'm honestly not sure... How would I attach it to a thing without breaking the code you made?
The only Feat selections/edits I've made besides this eval script are:
Feat Category - Mythos
Show in Specials List - Checked
Sources - Strange Aeons Custom (my general file name)
I've tinkered with other options, but nothing seems to make the ability DC appear anywhere. I assume I need to edit the eval script or add a bootstrap of some sort, but I'm not even sure what I would connect together.
 
To be more clear, the DC of what ability are you trying to modify with this script? Each thing corresponding to an ability with a DC has a field[abDC].
 
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I guess what I'm trying to do is display the DC of the feat itself? There is no specific spell or ability, I just need something to display somewhere on the character what that number is.
I suppose it doesn't need to specifically be a DC, but just a displayed value within the feat display that the users can reference. I did try changing field[abDC].value to field[abValue].value, but still wasn't able to get any numbers to display. Does that help?
 
Alternatively, I could go the route of directly increasing the Sanity score itself just to avoid confusion between Sanity Score and Sanity Checks by combining them into one, which may honestly be the better route. The only problem is that reframing the above code doesn't seem to affect anything either.
Code:
herofield[tSanity].value += hero.child[svWill].field[svTotal].value
Do I need to specify the right side of the code as a number, doing something like
hero.child[svWill].field[svTotal].value as number
Except that only produces an error in HL parsing the script. Any advice?
 
That's mixing up declaring a variable:


var sanity as number

sanity = hero.child[svWill].field[svTotal].value


herofield[tSanity].value += sanity



With referencing the value on an external thing. Variables only exist within the script that declares them. Referencing a field on a child pick of the hero is looking up a consistent value.
 
Ok, I think that makes sense. Variables for a script need to be described and specified in-script, but what those variables are based on from outside of the script also need to be specified and incorporated using 'x as y' and 'x = z' statements before creating the instructions that use those components. Is that generally true?

I did plug your script in as the new eval script, though, and it still doesn't seem to be working. I have nothing else checked or added anywhere in the feat editor except marking it as a Feat Category - Mythos, and the eval script itself is in the Post-Attributes Phase, Priority 10001.
 
Huh?

z as y

and

x = y

are COMPLETELY separate things, so that's where you lost me. The only allowed options for variables are "var X as number" and var X as string".

I wasn't proposing a new script - you seemed to be confused by variables vs. normal operations, so I was demonstrating how a variable would be used. The example I created was less efficient than what you had, because it was designed for a demonstration, so I did not suggest you use it.
 
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