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Reuseable Codes

Praetor

Well-known member
I was just thinking we could put together a list of all the codes from various people and the devs could make it sticky.


Mechanics
These are all listed in the tags.1st file

Adding faction use Initialization/1000
change cabal to whatever is needed
Code:
perform hero.assign[Hero.FactionUse]
herofield[acFactTerm].text = "Cabal"

Making Factions required by character (this will also add factions so you don't need both this and the one above) Same timing
Code:
perform hero.assign[Hero.FactionReq]
herofield[acFactTerm].text = "Cabal"

------------------------------
Language based on Smarts (# of languages = 1/2 smarts die)
Initialization/1000
Code:
perform hero.assign[Hero.SmartsLang]
----------------------------

No Standard Gear (Use this if you only want your custom gear to be shown) Initialization/1000
Code:
perform hero.assign[Hero.NoStdGear]
----------------------------

No Standard Races
Initialization/1000
Code:
perform hero.assign[Hero.NoRace]
--------------------------

Allow users to take multiple attribute advances in the same level
Initialization/1000
Code:
perform hero.assign[Hero.MultiAttr]
--------------------------

No Ecumbrance
Initialization/1000
Code:
perform hero.assign[Hero.NoEncumb]
--------------------------

Allow user to take one extra Major Hindrance
Initialization/1000
Code:
perform hero.assign[Hero.HindMajor]
---------------------------

Allow user to take 1 extra minor hindrance
Initialization
Code:
perform hero.assign[Hero.HindMinor]
--------------------------

Checking for a knowledge skill at the proper die type for a prereq.
Example is for knowledge Astronomy as provided by Tatterking
Code:
 foreach pick in hero where "thingid.skKnow"
          if (compare(lowercase(eachpick.field[domDomain].text),"astronomy") = 0) then
            validif (eachpick.field[trtFinal].value >= 5)
            endif
          nexteach

---------------------------
Adding experience and advances automatically thru a mechanic.
Pretraits/5000
Code:
#resmax[resXP] += 20
#resmax[resAdvance] +=4
 
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Injuries

Adding an extra wound level to a character
Under Injury create a new injury such as +1 wound.
make an evaluation script with setup 10000 as the timing.

Code:
herofield[acMaxWound].value += 1

after saving and testing you can now apply this as an injury and it will give a character +1 wound levels or 4 wonds instead of 3. you can also make another injury that subtracts one wound level.
 
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Checking for a knowledge skill at the proper die type for a prereq.
Example is for knowledge Astronomy as provided by Tatterking
Code:
foreach pick in hero where "thingid.skKnow"
if (compare(lowercase(eachpick.field[domDomain].text),"astronomy") = 0) then
validif (eachpick.field[trtFinal].value >= 5)
endif
nexteach
 
Last edited:
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