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Names/scripts for various fields

Duggan

Well-known member
I'm trying to set up something for the Attractive feat similar to what Elongation does for the Grappling feat or Morph does for Disguise, displaying both the regular and modified value like +3/+7 to indicate that normally Bluff is +3, but is better against the people I am found attractive by. Similarly, I was planning on souping up things like Favored Opponent to show that conditional bonus. Is this possible? I tried copying the scripts directly over, but they either had no effect or caused errors for referencing non-extant objects depending on how I rephrased them to refer to skBluff and skDiplomacy. I similarly tried to apply the script that I was given here to add a given bonus to all extant knowledge fields, but to no avail.

I know the HeroLab wiki has scripts for Pathfinder changes. Is there anything analagous for M&M?
 
Feats don't really have anywhere to display bonuses like that. You could stick them in the name, so Attractive might display as "Attractive +3/+7 3", but it would only display on the printout.

Here's some sample code from the "Benefit (military rank)" feat, which appends your rank to the name displayed in printed output:

Code:
      ~ Show our rank in the name
      var text as string
      if (field[ftRanks].value <= 0) then
        text = " (private / seaman)"
      elseif (field[ftRanks].value <= 1) then
        text = " (corporal / seaman first class)"
      elseif (field[ftRanks].value <= 2) then
        text = " (sergeant / petty officer)"
      elseif (field[ftRanks].value <= 3) then
        text = " (lieutenant / ensign)"
      elseif (field[ftRanks].value <= 4) then
        text = " (captain / lieutenant)"
      elseif (field[ftRanks].value <= 5) then
        text = " (major / commander)"
      elseif (field[ftRanks].value <= 6) then
        text = " (colonel / captain)"
      elseif (field[ftRanks].value <= 7) then
        text = " (major general / rear admiral)"
      elseif (field[ftRanks].value <= 8) then
        text = " (lt. general / vice admiral)"
      elseif (field[ftRanks].value <= 9) then
        text = " (general / admiral)"
      else
        text = " (general of the army / fleet admiral)"
        endif
      field[livename].text &= text

This takes place at Traits/25000, after the "Feats Name Final" script. Does that help?
 
Hmm... I guess I was hoping for something like Elongation where it added the value as a conditional bonus. Like you said, it would display as something like +3/+7. I can set that up a a power, but the same script does not seem to work in a feat.
 
Let's say that you wanted to display the bonus for "Attractive", which is +4 per rank in the feat. You would do something like this:

Code:
var bonus as number
bonus = field[ftRanks].value * 4

field[livename].text &= "(+" & bonus & ")"

That would append the bonus only to the name. If you wanted to add it as a temporary bonus to the actual Bluff and Diplomacy skills, you would do this:

Code:
var bonus as number
bonus = field[ftRanks].value * 4

hero.childfound[skBluff].field[Temporary].value += bonus
hero.childfound[skDiplo].field[Temporary].value += bonus

The skills summary panel should then display the +x/+y number, if that's what you're after.
 
Let's say that you wanted to display the bonus for "Attractive", which is +4 per rank in the feat. You would do something like this:

Code:
var bonus as number
bonus = field[ftRanks].value * 4

field[livename].text &= "(+" & bonus & ")"

That would append the bonus only to the name. If you wanted to add it as a temporary bonus to the actual Bluff and Diplomacy skills, you would do this:

Code:
var bonus as number
bonus = field[ftRanks].value * 4

hero.childfound[skBluff].field[Temporary].value += bonus
hero.childfound[skDiplo].field[Temporary].value += bonus

The skills summary panel should then display the +x/+y number, if that's what you're after.

This is great, but I have a couple of question/nitpicks. While the system works the bonus from the feat isn't counted against PLcaps.

Second, I'm working on a different version of the Task Focus feat which has two Item selections. The first is a freeform control that allows the user to type the specific task, the second is a curtain menu with the list of the avaible skills.

Curretly I have tow big troubles with the controls, first when I output the character the feat display only the typed task but not the relative skill. Second I was trying to add a piece of code that will calculate the bonus and display it like this new version of Attractive do. Can you help me?
 
Hmm, that's odd. There seems to be a specific exemption for temporary skill bonuses - they're not counted against PL caps. That seems like a bug; is there a game mechanics reason for that I'm forgetting?

The issue with Task Focus you're having is a bug - I've fixed this, so it'll be sorted in the next release.

For the code, you should be able to use the code that I quote above - just replace the "skBluff" and "skDiplo" unique ids with the ids of other skills that you want to modify. (You can find the unique id of something by right-clicking on it, and choosing "Copy unique id".) Does that help?
 
Hmm, that's odd. There seems to be a specific exemption for temporary skill bonuses - they're not counted against PL caps. That seems like a bug; is there a game mechanics reason for that I'm forgetting?

The issue with Task Focus you're having is a bug - I've fixed this, so it'll be sorted in the next release.

For the code, you should be able to use the code that I quote above - just replace the "skBluff" and "skDiplo" unique ids with the ids of other skills that you want to modify. (You can find the unique id of something by right-clicking on it, and choosing "Copy unique id".) Does that help?

Not much, since the Id of the target skill changes based on the skill selection in the curtain menù, so what I need is something similar to the construction used in Attack Specialization.

About the temporary bonus, it's true that conditional bonus from situation (like having higher ground in combat) don't count against PL, but any bonus from feats count all the time, the text of Attractive (core book p. 59) explicitly say that (same with Favored Opponent, Favored Enviroment, Sneak Attack etc.). So far the only exception I ran into was Task Focus.
 
That's what I thought, thanks. I'll fix that for next release.

If you want to increase a skill based on the selection in a menu, look at how the Skill Focus pick does it - it gives a bonus to the target skill, and even increases it the more ranks you have in the skill.
 
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