stargazer_dragon
Well-known member
So as these get answered I will update it to show the answer, this way I have a ongoing list I can reference and others might be able to reference, and so I can make less threads as I learn the code.
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Q: 1> Can a mechanic be made that checks things for a special code and hides things that don't have that code. So like races, could it be made that it does not populate the list with things that don't have a specific Special grouping?
A: 1> --I assume that it's not possible but wishful thinking and all, still trying to figure out a way to mass hide stuff similar to deities.
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Q: 2> Is there a way to make all the custom made races show in it's own list, or at the top of the normal list ect?
A: 2>
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Q: 3> Does counts as race: give the race access to all of the feats that the race it counts as have? does it also link racial traits and such?
A: 3> Yes; However using the same tag on a none race power such as Ethnicity Does not work. See question 5.
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Q: 4> If I add a tag/bootstrap to a Ethnicity to make it act as if it was race X, will it still work the same as if I had assigned the base race to that for purpose of feats and such. (( for instance I have a race called human but don't actually want that race to count as human unless they also pick the base human ethnicity. I then set the base race ethnicity to count as human, and then a different human ethnicity to count as a halfling (well a halfling like human race that is basically a halfling ))
A: 4>
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Q: 5> How do you add a counts as race Tag with special abilities feats and such such as ethnicity?
A: 5> Use a eval script
pre-level 10000
perform hero.assign[Race." enter race ID "] --example perform hero.assign[Race.rHuman]
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Q: 6> Can you use a eval code to check if a object has a Special Groupings? If so what would the code look like?
A: 6>
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Q: 7> Can a eval code apply a hide object? IF so what would the code look like?
A: 7>
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Q: >
A: >
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______________________________________________________________
Q: 1> Can a mechanic be made that checks things for a special code and hides things that don't have that code. So like races, could it be made that it does not populate the list with things that don't have a specific Special grouping?
A: 1> --I assume that it's not possible but wishful thinking and all, still trying to figure out a way to mass hide stuff similar to deities.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Q: 2> Is there a way to make all the custom made races show in it's own list, or at the top of the normal list ect?
A: 2>
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Q: 3> Does counts as race: give the race access to all of the feats that the race it counts as have? does it also link racial traits and such?
A: 3> Yes; However using the same tag on a none race power such as Ethnicity Does not work. See question 5.
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Q: 4> If I add a tag/bootstrap to a Ethnicity to make it act as if it was race X, will it still work the same as if I had assigned the base race to that for purpose of feats and such. (( for instance I have a race called human but don't actually want that race to count as human unless they also pick the base human ethnicity. I then set the base race ethnicity to count as human, and then a different human ethnicity to count as a halfling (well a halfling like human race that is basically a halfling ))
A: 4>
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Q: 5> How do you add a counts as race Tag with special abilities feats and such such as ethnicity?
A: 5> Use a eval script
pre-level 10000
perform hero.assign[Race." enter race ID "] --example perform hero.assign[Race.rHuman]
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Q: 6> Can you use a eval code to check if a object has a Special Groupings? If so what would the code look like?
A: 6>
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Q: 7> Can a eval code apply a hide object? IF so what would the code look like?
A: 7>
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Q: >
A: >
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