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Special Ability Appearing Early

DeathSheep

Well-known member
Because I love finding new problems before I solve old ones, here's a new one. I'm trying to create a special ability that adds new abilities as you level up. The final one is an attribute increase. All of the sub-abilities work, but the final one which should trigger at level 20, triggers as soon as the special ability is chosen.

This is the Special Ability:
Code:
  <thing id="cGrdPRAtaruFocus" name="Ataru Focus" description="Ataru Form, also know as Aggression Form, is a kinetically active form that relies on speed, acrobatics, and power. Those guardians who focus on Ataru Form utilize high energy tactics to confuse and distract their opponents, quickly moving about the battlefield." compset="CustomSpec" uniqueness="unique">
    <tag group="SpecSource" tag="cHelpGrd"/>
    <tag group="Helper" tag="Primary"/>
    <tag group="abCategory" tag="GrdFocus" name="Guardian Focus" abbrev="Guardian Focus"/>
    <tag group="Helper" tag="SpecUp"/>
    <bootstrap thing="cGrdPRChRetLeap">
      <autotag group="ClSpecWhen" tag="3"/>
      </bootstrap>
    <bootstrap thing="cGrdPRHawkBatSwp">
      <autotag group="ClSpecWhen" tag="7"/>
      </bootstrap>
    <bootstrap thing="cGrdPRWayHawkbat">
      <autotag group="ClSpecWhen" tag="3"/>
      </bootstrap>
    <bootstrap thing="cGrdPRWhrlWindAtt">
      <autotag group="ClSpecWhen" tag="15"/>
      </bootstrap>
    <bootstrap thing="cGrdPRMastAgg">
      <autotag group="ClSpecWhen" tag="20"/>
      </bootstrap>
    </thing>

And this is the sub-ability (although I don't believe the problem is in this code):
Code:
  <thing id="cGrdPRMastAgg" name="Master of Aggression" description="Your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:\n\n- You have resistance to kinetic, energy, and ion damage from weapons.\n- When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action.\n- When you hit a creature with a weapon attack, you can move up to 10 feet. This movement does not provoke opportunity attacks.\n\nThis effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest." compset="ClSpecial">
    <fieldval field="abValue" value="2"/>
    <fieldval field="usrCandid1" value="component.BaseAttr & (IsAttr.aCHA | IsAttr.aWIS)"/>
    <tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
    <tag group="Helper" tag="SpecUp" name="SpecUp" abbrev="SpecUp"/>
    <tag group="abAction" tag="None" name="No action" abbrev="None"/>
    <tag group="Helper" tag="ShowSpec"/>
    <tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
    <tag group="ChooseSrc1" tag="Thing"/>
    <eval phase="PostLevel" priority="10000"><![CDATA[
      ~ If we're not shown, just get out now
      doneif (tagis[Helper.ShowSpec] = 0)

      doneif (tagis[Helper.Disable] <> 0)
      hero.childfound[aDEX].field[aClassMod].value += field[abValue].value
      field[usrChosen1].chosen.field[aClassMod].value += field[abValue].value
      
      hero.childfound[aDEX].field[aMaxValue].value += field[abValue].value
      field[usrChosen1].chosen.field[aMaxValue].value += field[abValue].value]]></eval>
    </thing>
 
Code:
doneif (hero.tagcount[Classes.?] < 20)

at the beginning of the sub-ability's eval script should do it. Make sure the timing is some time after ~First 500
 
Thanks! It actually turned out to be that ShowSpec Helper needed to be eliminated (in retrospect so obvious). Once I got rid of that Tag, it works.
 
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