• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Setting Source and Replace Id

Frodie

Well-known member
Ok, I have a new skill that replaces a core skill, (heal is replaced by medical). The new skill is tagged for the new setting. All works great, but if I un-select the new setting both the new skill (which I expect) and the core skill are gone. How do I get the core skill to return?
 
The real question becomes is all the old Things in HL that reference Heal suppose to now reference Medical? Or is Medical a new 100% skill and old Feats/Traits should NOT reference Heal?

Replace happens WAY before Source and makes two Things act like one. So you no longer have Heal and Medical you just have Medical when using Replace.

You could use a Mechanic with script to change the Thing Name and Description from Heal to Medical. That maybe the best way to do it actually.

You could also Preclude Heal if your source is turned on and then have your new Medical skill.
 
Yea, it's cool that "all the old things in HL that reference Heal suppose to now reference Medical" and I would like to keep it that way. But maybe that will not work. So if you replace something, it's gone, regardless of the setting choice, correct?

BTW what timing would be best for the timing on the mechanic?
 
Yea, it's cool that "all the old things in HL that reference Heal suppose to now reference Medical" and I would like to keep it that way. But maybe that will not work. So if you replace something, it's gone, regardless of the setting choice, correct?

BTW what timing would be best for the timing on the mechanic?
Honestly with changing Thing names/desc not sure it matters. But I tend to do it early.

Take a look at THIS code example where I change a bunch of Thing Name/Desc for Path of War. You can us the same logic to change the Heal skill to your new name and description.

Another idea is you could "hide" skHeal with the tag Hide.Skill and then have your Medical skill pull all the "Bonuses" from skHeal and its situational notes to itself. This is another way to go to have Medical mimic Heal.
 
Cool, I went first 100
hero.childfound[skHeal].field[livename].text = "Medicine"
and it seems to work, so cool. Thank you!
 
Cool, I went first 100
hero.childfound[skHeal].field[livename].text = "Medicine"
and it seems to work, so cool. Thank you!
Just for reference and any future reader your changing the Live Name on the Pick and what I was saying was changing the "Thing" name and the "Thing" Description.

These are two different processes and ideas. So by Changing the "Thing" name we are changing the name in the Data Base. In other words "Heal" will become "Medical" and nothing will reference or see the name "Heal" anymore. Just as if you had done a Replace Thing ID.

The above also lets you totally rewrite the "Description" of Heal to be whatever you wish. Just as if you had done a Replace Thing ID.

So by changing the Livename many sections of HL will still see the original name of Heal. Sometimes I have seen this when printing a character sheet.

Just FYI...
 
Yea, I just saw that issue come up when I tried to do it for a craft skill name change. Let me see if I can pick out from the link script what will work. I just need to change the name, nothing else.
 
Yea, I just saw that issue come up when I tried to do it for a craft skill name change. Let me see if I can pick out from the link script what will work. I just need to change the name, nothing else.
So only cause I like yeah Frodie here is that example code reduced down to exactly what you should need:
Code:
      foreach thing in BaseSkill where "thingid.skHeal"
        perform eachthing.amendthing[name,"Medical"]
      nexteach
 
lol, thank you!!! BTW - I almost had it, just maybe another hour or so to put it all together, lol. Thank you!
 
Here's that code even more reduced, since you're only looking for one thing, so you can skip the foreach:

Code:
perform state.thing[skHeal].amendthing[name,"Medical"]
 
Here's that code even more reduced, since you're only looking for one thing, so you can skip the foreach:

Code:
perform state.thing[skHeal].amendthing[name,"Medical"]
Show off. LOL :D

Never needed to do a single Thing before. So appreciate the code for one.
 
To build upon Andrew's answer you can NOT use amendthing[] to change the shortname "Field". Amendthing[] can only affect Name and Description (unless a new feature was added). :)

So you would need to wait until after skHeal was a Pick to make that change.
 
Ok, I have tried the shadow's loop and

if (hero.tagis[thingid.skKnowGeog] <> 0) then
hero.childfound[skKnowGeog].field[skShortNm].text = "Know(earth)"
endif

They both load, but I can't seem to get the timing right. I tried first 100 render 10000/20000/100000 and the 999999999999

Any ideas?

Got it, Render 20000

foreach pick in hero where "thingid.skKnowGeog"
eachpick.field[skShortNm].text = "Know(earth)"
nexteach
 
Last edited:
Well for one, there is no tag on the hero of thingid.skKnowGeog

You don't even need the loop or the if statement

hero.childfound[skKnowGeog].field[skShortNm].text = "Know(earth)" is just fine. And works at any timing.

If you want a stop so that it doesn't run unless the skill is added you can always do:

Code:
doneif (hero.childlives[skKnowGeog] = 0)
hero.childfound[skKnowGeog].field[skShortNm].text = "Know(earth)"
 
Back
Top