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If you go to the personal tab under permanent adjustments then go down to 'special abilities', there's an adjustment called "ability disable & hide", once you dd that, there's a drop down list that has 'darkvision' listed, select that and darkvision should be disabled.
I tested it out on a drow character and it removed the "Darkvision" from the list of racial/natural abilities.
If you go to the personal tab under permanent adjustments then go down to 'special abilities', there's an adjustment called "ability disable & hide", once you dd that, there's a drop down list that has 'darkvision' listed, select that and darkvision should be disabled.
I tested it out on a drow character and it removed the "Darkvision" from the list of racial/natural abilities.
I mean in the editor, so whenever I create a new character and select this as the race, I'm good to go.
Look at how that adjustment disables the ability and code that into your new race.
I mean in the editor, so whenever I create a new character and select this as the race, I'm good to go.
When you create the race, assign it the NoTypeAbil tag for the type whose abilities you wish to remove. Note that this removes ALL abilities the type grants, so anything you wish to retain will have to be re-added as a bootstrap or whatever on the race itself. Also works for subtypes. There is a related tag group NoTypeImm which is similar but only removes immunities.
I tried creating a custom type as a copy and removed only the ability that I wanted gone. But then other things went wrong, like the class skills were no longer class skills, even though they were still defined as class skills in the custom type.
The way types work is kinda arcane, used to be all full types were on all heroes and only one was activated. Switched it over to them all being bootstrapped by certain types of picks, but with a match expression so they only become live when the correct tag is present. Thus, I am guessing your created race only has the tag portion, and wasn't also bootstrapping the new type.
Please give NoTypeAbil a try first.
I don't think hiding the darkvision pick is a good idea, because what if some other source needs to add a new darkvision? Only one is ever shown, and if you hide that, new copies will remain in the background, hidden from the user. Which will be confusing and distressing. "Why aren't my googles of darkvision working! Better send a bug report to HL", and then I have to figure out that there is a 3rd party file they are working with and that it is doing something unusual.
NoTypeAbil.tpAberr will also remove the class skills. I just tested this out on a custom race that is an aberration.The way types work is kinda arcane, used to be all full types were on all heroes and only one was activated. Switched it over to them all being bootstrapped by certain types of picks, but with a match expression so they only become live when the correct tag is present. Thus, I am guessing your created race only has the tag portion, and wasn't also bootstrapping the new type.
Please give NoTypeAbil a try first.
~ Disable darkvision from aberration type
perform hero.assign[Hero.NoTypeDaVi]
NoTypeAbil.tpAberr will also remove the class skills. I just tested this out on a custom race that is an aberration.
Looking at the Darkvision scripts it appears a tag of "Hero.NoTypeDaVi" exists that is designed to disable Darkvision added by types. I just tested and it works fine.
Add the following script to your monster:
Pre-Levels/1000
Code:~ Disable darkvision from aberration type perform hero.assign[Hero.NoTypeDaVi]
NoTypeAbil.tpAberr will also remove the class skills. I just tested this out on a custom race that is an aberration.
Looking at the Darkvision scripts it appears a tag of "Hero.NoTypeDaVi" exists that is designed to disable Darkvision added by types. I just tested and it works fine.
Add the following script to your monster:
Pre-Levels/1000
Code:~ Disable darkvision from aberration type perform hero.assign[Hero.NoTypeDaVi]
Hero tags are forwarded automatically? Didn't know that.....Also, looking at how it is used, I don't think you need an eval script to assign it. If you create the monster with the tag present, it should be forwarded automatically FYI.