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Racial Ability questions

EightBitz

Well-known member
I'm building a race in the editor, and I've selected a couple of abilities from the Advanced Race Guide that do not seem to be in Hero Lab by default. Before I go mucking about with customizations, I just want to make sure I'm not missing anything.

Linguist: Ability to learn any language except secret languages.

Curiosity: +4 on Diplomacy to gather information, Knowlege (History) and Knowledge (Local) are class skills.

Also, with Linguist, it seems that if I don't select languages they can learn, it doesn't restrict them. Is that correct? If not, is there something I can select to say "this race can learn any language", so I don't have to keep updating it as I purchase new add-ons?
 
OK, I'm looking around, and I can't figure out how to add the bonus for Diplomacy.

It's only a bonus for gathering information, not for every diplomacy check, so I don't just add a +4 bonus to diplomacy.

I found this bit of code in searching the forums:
hero.childfound[skDiplo].field[ModCirc].value += 4

But that doesn't designate that it's for gathering information.
 
OK, it looks like I can add an "abValue" field, assign it a value of 4, then use this script:

Code:
      ~ If we're disabled, do nothing
      doneif (tagis[Helper.SpcDisable] <> 0)

      #situational[hero.childfound[skDiplo], signed(field[abValue].value) & " profane vs. unfriendly or worse targets","Deific Obedience"]
 
whoops missed the +4, well you can create an ability that adds them or you can just add a pre-attr script that grants +4

I'd assume since they are from a race they'd be racial bonus so

#racialsituational[hero.child[skDiplo], "+4 to gather information", field[thingname].text]
 
OK, one more question (I think).

With the curiosity trait, Knolwedge (history and local) are class skills, but if someone chooses a class that already has them as class skills, they get a +2 bonus.

So I've come up with this script, but I don't know if it's the best way to do this, and I don't know where to place it in regards to timing.

Code:
if (tagis[ClassSkill.skKnowHist] <> 0) then
   hero.childfound[skKnowHist].field[BonComp].value +=2
else
   perform assign[ClassSkill.skKnowHist]
endif
 
should be fine but you need hero.tagis[ClassSkill.skKnowHist] otherwise you're looking on the trait and not the hero. Same with the assign hero.assign[] etc
 
Not quite working right. This is the current script:
Code:
if (hero.tagis[ClassSkill.skKnowHist] <> 0) then
   hero.childfound[skKnowHist].field[BonComp].value +=2
else
   perform hero.assign[ClassSkill.skKnowHist]
endif

The +2 is working if it's already a class skill for the chosen class.
If it's not a class skill for the chosen class, then when I open the list to select knowledge skills, it's highlighted in blue as if it is a class skill. But when I add it to the hero, it is not a class skill. It is not highlighted in blue, and it does not apply the +3 bonus for a class skill when I add the first rank.
 

Possibly, but I don't know where to put it. I've tried different phases with different priorities.

I've tried each relevant phase at 100. I've tried each relevant phase at 10000. I've tried each relevant phase counting in increments of 1000 for the priority. So, 1000 for First, 2000 for Pre-Levels, 4000 for Post-Levels, 5000 for Pre-Attributes, 7000 for Post-Attributes, 8000 for Final, and 9000 for Validation.
 
OK, I got it functional, but it's got one quirk.

First, it wasn't the timing. I changed the script to this:

Code:
if (hero.tagis[ClassSkill.skKnowHist] <> 0) then
   hero.childfound[skKnowHist].field[BonComp].value +=2
else
   #makeclassskill[skKnowHist]
endif

I set the timing for Post-Levels with a priority of 100. (First and Pre-Levels didn't work.)

The one quirk is that when I open the skill list to add a skill, the skill isn't highlighted in blue in the list. But once I add it, it is.

Should I assign the tag AND run the macro?
 
I think that is like Traits that make a skill a class skill. Even if you have a trait that makes the skill a class skill, it doesn't turn blue until added.

Sounds to me like it's working well. :)
 
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