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Removing a Type ability?

EightBitz

Well-known member
I'm setting up a creature whose type is "aberration", but they don't have darkvision. Is there a way to exclude that one ability? Or do I need to make a copy of the aberration type, remove that ability, and assign the copy as the type?
 
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.

@EightBitz Otherwise yeah you are correct.
 
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.

My first thought was, "it'll save as a .por file that way, so I won't be able to see how it disables the ability." Then I realized you probably meant that I should use the debug tools to find the nature of the adjustment, and that is not at all a bad idea.

Depending on what I find, I may still have questions, but at the very least, I'll have a lead.

Thanks!
 
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.
 
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.
 
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.

That's not the route I recommend.
 
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.
 
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 have multiple creatures that have these two things in common. They are aberrations, and they do not have darkvision. The whole point of having a type is so I don't have to reinvent the wheel with each creature.

Would pHideAbility work? And can you give me the syntax?
 
There are at least 150 monsters which have similar exceptions to what their type or subtype normally grants, and this is the method by which we handle that. If you'd prefer to do it differently, by making a new type, do what you gotta do. It just doesn't seem like a good idea to me to have 5 different versions of a type, each of which is slightly different and all of which are supposed to count as each other for pre-reqs and so on.

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.
 
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.

I understand your point here, but these aren't player races. These are creatures. This is akin to debating the merits of a cow not being able to use weapons. The point is moot because a cow is not a player race.

Anyway, I don't want to belabor the point anymore than I have.
 
I like to customize my monsters quite a bit, so it seems important to me, but like I said, I am only giving advice so do as you feel is best.
 
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.
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]

Perfect! Thank you very much!
 
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]

Yep, Class Skills are a subset of "everything". Looks like I missed that memo, learn something new every day.
 
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.
 
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.
Hero tags are forwarded automatically? Didn't know that.....

Thanks Aaron. Yep just adding the tag to the race also caused Darkvision to be removed without needing the script.
 
Last edited:
Only certain Hero tags added to a race are forwarded automatically, it looks like that is one of them.
 
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