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Problem Adding Circumstance Bonus

ted11

Member
As I continue working through HL functions, was dissapointed to see many of the common gear items don't actually "work" in the system. For instance, Magnifying Class does not add the +2 Circumstance Bonus to Appraise skill check.

I'm no coder, but generally can pick these things, after watching this very useful video ChiefWiesel believed I'd sorted it:
https://www.youtube.com/watch?v=ZLPNhnN6spk

So I copied the magnifying glass in the editor, clicked Show in Charge List so it could be turned on, then tried this:

if (field[gIsEquip].value <> 0) then
hero.child[kAppraise].field[ModCirc].value += 2
endif

But no effect either in Skill tab or the Show Selection Field output. Any idea what I'm doing wrong?
 
As I continue working through HL functions, was dissapointed to see many of the common gear items don't actually "work" in the system. For instance, Magnifying Class does not add the +2 Circumstance Bonus to Appraise skill check.

I'm no coder, but generally can pick these things, after watching this very useful video ChiefWiesel believed I'd sorted it:
https://www.youtube.com/watch?v=ZLPNhnN6spk

So I copied the magnifying glass in the editor, clicked Show in Charge List so it could be turned on, then tried this:

if (field[gIsEquip].value <> 0) then
hero.child[kAppraise].field[ModCirc].value += 2
endif

But no effect either in Skill tab or the Show Selection Field output. Any idea what I'm doing wrong?

Did you equip it?
A circumstance bonus only applies in a certain instance, therefore it would only apply when used. It's up to the user to remember the bonus at that time.
 
I think the issue here is that you are looking for the item to be equipped when you should be checking for it to be active. Something like "field[hIsOn1].value" instead of "field[gIsEquip].value".
 
Perfect, thanks--this works:

if (field[hIsOn1].value <> 0) then
hero.child[kAppraise].field[ModCirc].value += 2
endif

That raises the philosophical question--should all the similar items (Healing Kit, Animal Training Kit, Armor Maintenance kit) be coded as turn on items, steady state bonuses, or not at all?

1. Turn On: Most "realistic," represents you getting out the kit/magnifying glass/whatever and using it, but clutters the In Play tab with non-combat/charge stuff you'd rarely have to turn on.

2. Steady State: Provides the bonus all the time--I'd actually say this is better for some like Armor or Animal kits--you won't be crafting armor or training animals in combat, so just assume the PC would activate it, add the skill bonus, and avoid cluttering the In Play tab. However, items like Heal Kit could be used in combat (and that one is actually charged), so should be a Turn On item to get the Heal skill bonus.

3. Don't Code It: That is, make the player remember to apply the bonus--but I'd say if the program can handle it, why not add what tracking can be added?

Again, these are the thoughts of someone still new to HL, but excited to use and maximize the potential (and even help the 3.5 dataset effort once I get a bit more familiar with the system).
 
If it's always active when equipped, you should not have to turn it on and off through the Shoe in Charge List as well, no?
 
Most items like this are situational. So, yes, while you could put them as activated things, it's better to just remember them in play and apply them as the situation arises. SOME things I code as situational bonuses for the In Play tab, and the rest I just apply manually because of your observations in option 1 above, the cluttered tab.

At one point I was thinking of going through and doing this for Skills that have situational bonuses based on what you are doing. Once I realized the In Play tab would be less useful, I gave up the idea of coding the situational bonuses. You kind of have to figure out which ones would clutter the tab and which would not. Just code the ones that don't (I code racial bonuses on creatures that are situational, haven't run into any that have a lot of these, but not much else).

Frankly, I wish there was a pop up tab for the In Play bonuses, which would be fine to clutter up if it was listed alphabetically. I've long been thinking of creating a combat manager that will work with HL files that does just this thing plus other issues that have come up (such as effect timing), but alas, time isn't kind to me and I don't have any way to squeeze such a project in short term. May be some time before you see that kind of thing from me. Then there's the "can I do this reasonably and not upset the good people at LW".
 
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