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Showing a dropdown selector on the in-play tab INSTEAD of the class tab?

Redcap's Corner

Well-known member
The addition of Helper.ActivMenu a few months back has made my life so much easier, but I was wondering if it was possible to remove those dropdown selectors from the class tab. The reason I ask is that I have a class ability that has multiple instances added to the hero as the hero levels up, but involves a choice that only needs to be made when the ability is activated. Currently, the ability works, but every instance of the ability on the class tab asks for that choice to be made individually and it's irrelevant for all but the first copy. It's annoying because it generates an error for each copy for which no choice is made, even though those choices are irrelevant.
 
The presence of the selectors for a class ability is reliant on there being something in the candidate field, so if you only want the first instance of the ability to have a selector, have that field set in an eval script which only runs on the first copy of a class ability (as indicated by the presence of a Helper.FirstCopy tag).

Post Level 10000
Code:
doneif (tagis[Helper.FirstCopy] = 0)

field[usrCandid1].text = "WHATEVER"
 
Yeah, that was my backup plan. It would be preferable not to have the selector show up at all on the class tab, but if that's not possible then hiding it on the additional copies will have to do. Thanks!
 
Is this an option that is changed during play, or once it's chosen, stays set to that option? If it a set once and forget option, the Class panel is really the proper place. However, if it's something that can be changed on the fly, then yes, I believe it should be placed on the In-Play tab.
 
Then yes, moving it to the in-play tab would make sense. However, I think what this will require is creating a new custom special ability that is bootstrapped by the class ability, and do the selection in that ability, which will show up on the in-play tab (with the activation checkbox as well).
 
I briefly thought about that, as I've done that for more complex abilities before, but it just always feels a little cluttered. Thanks for the suggestion, though. It may well be the way to go.
 
well, it shouldn't be any more 'cluttered' for the user, just one extra item in the editor. The end user should still only see it as a listed item in the Class Ability, and then the Custom Special will be what shows on the In-Play tab.
 
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