• 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

New Activated Ability Based on Existing

Valdacil

Well-known member
I have an Unchained Rogue that gets Sneak Attack and Debilitating Effects. I also know that there are more Sneak Attack effects than just Bewildered, Disoriented, and Hampered.

The problem is that for the last 2 levels, I keep forgetting I have those because they don't show up on the InPlay tab. I tried creating a new ability that would show an activator just below Sneak Attack (thus named it Sneak Attack Augments) with a drop down list of available sneak attack effects. However, I could not get the drop-down to populate and it showed red on the Rogue tab because nothing was selected.

This is what I would like:

- A drop down list on the InPlay tab to select from available sneak attack effects
- Should be automatically added either at level 4 (when Rogue gets the 3 debilitating injuries) or if the rogue takes a rogue talent (like Bleeding Attack)
- Drop down list will populate with only effects that are mutually exclusive and that the character actually possesses. The effects (like Debilitating Injury) say "These penalties do not stack with themselves..." or "only one such effect can apply per sneak attack". If one later takes another sneak attack effect (like Bleeding Attack), that should be automatically added to the drop down list.
- I'm not looking for this to actually display anything on the Statblock or Armory. I just need it there on the InPlay tab right next to Sneak Attack so I remember to use them.
 
That's the kind of situation I had in mind when I suggested a generic Adjustment that could possibly add an "Activation" to an ability without one.
 
While I agree that an Adjustment for adding an activator would be helpful in other scenarios, in this case it wouldn't quite meet what I desire. First, in the case of just the 3 debilitating effects Rogue gets at 4, that would add 3 activators. Plus there are other ones. Second, it would put them under D instead of S (near Sneak Attack). Essentially, I'm looking for an activator named "Sneak Attack Effects" with a drop down containing all possible effects so that I A) don't forget to use them and B) have a quick list of possible effects consolidated in one place.
 
This sounds like something you should just create yourself in the editor. An adjustment could add the new ability to show on the In-Play tab. You can name it as you like and have a drop down to select the different Rogue Class Abilities.

Then you could even pull the DescInfo.? tag to the In-Play ability from the ability selected. This would cause your new ability to have the full text for the ability currently selected.
 
Give this a quick try. Download the attached file and place it into your HL Data\Pathfinder folder. Let it overwrite the existing file. Please note this ONLY works if you have the Community Pack v1.7 installed.

Start HL and turn on "ShadowChemosh's Adjustments". Then go to Adjust tab and add a Conferred Ability Adjustments. Add "Combat: Sneak Attack Effects" which adds a new ability to the In-Play tab.

I think I got it doing what your asking.......
 

Attachments

Awesome!! That was essentially what I was trying to accomplish, except that I didn't come anywhere near the appropriate filter for the drop down. Now that I have that, I may try to make it into a class ability that is bootstrapped at the same time as Sneak Attack and disabled if the selection box is empty. That way I don't have to have an Adjustment for it. I already altered the Sneak Attack class ability to have an activator, so if I can get your adjustment working as an ability it will be easy to bootstrap it with Sneak Attack.

At first I didn't think it was working. Took me a little bit to realize that I was still Wildshaped as an elemental and by default it didn't carry over the ability added by the Adjustment into my elemental form. Disabled Wildshape and it showed up. Then adjusted Wildshape so the ability would stay 'active' while shifted. All seems to be working. Thanks so much!!
 
I have a player in my game this should help also. He is a level 5 Unchained Rogue and has never once used any of the Debilitating abilities. This may help to remind him it exists if its on the In-Play tab/area of his iPad. :)
 
Is there a way to determine whether there are any selections in the menu and hide the ability if not?

Also if I add the ability with Sneak Attack (at level 1), it shows the 3 Debilitating Injuries from level 4 (before the player has access to them).
 
Last edited:
I got it to not show the 3 Debilitating Injuries before receiving them at level 4 by changing usrCandid1 to:

Code:
component.Ability & Helper.ShowSpec & (abCategory.RogDebInj|abCategory.RogSnAtt)

Now I just need a way to resolve that expression and if no results, remove User.Activation (hide it). I'm sure it's something simple, I've just not done something quite this way before.
 
Yeah I was going to get to that. This was just the quick "proof of concept" design. :)

Edit: Actually this was me "testing" you and your script-fu abilities.... Yeah that's what it was... ;)
 
Ok, I have it hiding now using the following at Post-Attributes/10000:

Code:
      ~ Get a count of how many selection options there are
      var SelOptions as number

      SelOptions = 0
      foreach pick in hero from Ability where "Helper.ShowSpec & (abCategory.RogDebInj|abCategory.RogSnAtt)"
        SelOptions += 1
      nexteach

      If (SelOptions > 0) Then
        perform assign[User.Activation]
        perform assign[Helper.ShowSpec]
      Else
        perform delete[User.Activation]
        perform delete[Helper.ShowSpec]
      EndIf

There may be a simpler/more elegant way, but this way does work.

The only issue I have run into is if you select something, then later that something is no longer a valid selection, it stays selected until you select something else. Example: I leveled up to 4 the selected one of the Debilitating Injuries. Then removed level 4 (downgraded to 3) which hide the selection box. Then I added the rogue talent Bleeding Attack. This unhid the ability selector, but it still had Debilitating Injury selected even though that isn't in the list now.

Hmmm... maybe need a function to check if field[usrChosen1].chosen is in the list and if not reset the selection. I tried:

Code:
perform field[usrChosen1].reset

But that gave me a compile error.
 
I avoid foreach loops unless I have no choice. Too much CPU.

The other issue you see is just how HL UI works. If you have selected something and then remove the Pick the selection stays.
 
Yeah, the foreach was just the way I could figure out how to do it. I'm open to better ways if you can point me in the right direction.

You mentioned the issue with HL UI selecting picks, is there anything that can be done about that? Realistically speaking, the case shouldn't happen often since one typically won't delevel or remove a rogue talent once chosen... but the OCD programmer side of me likes to button up all the possibilities.
 
Back
Top