• 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

Stat blocks and custom skills

Minous

Well-known member
How does one go about forcing a custom skill to appear. I have a mechanic that I created to add the Intimidate DC to all NPC characters, however when I go to print the basic text stat block it never shows. I know its probably something simple, but I am missing it. Any advice?
 
Did you define the skill with Helper.ExtraSkill? If so, take that off and it should automatically be added to all heroes by default.
 
Did you define the skill with Helper.ExtraSkill? If so, take that off and it should automatically be added to all heroes by default.

The issue isn’t appearing for characters but rather when outputing basic stat blocks the skill gets skipped. If I use something like AncentOne it prints just fine. The issue is with output hero stat block
 
The issue isn’t appearing for characters but rather when outputing basic stat blocks the skill gets skipped. If I use something like AncentOne it prints just fine. The issue is with output hero stat block
Most likely you need to add Helper.ClassSkill as I think the output hero stat block is only meant to show class skills or skills with ranks...
 
It'll also show most skills that have been changed from their default value (it goes through a very long list of bonuses and penalties, and sets a variable if any of them are non-zero), so what field are you using to set the bonus? I'm surprised it's not on that list.
 
It'll also show most skills that have been changed from their default value (it goes through a very long list of bonuses and penalties, and sets a variable if any of them are non-zero), so what field are you using to set the bonus? I'm surprised it's not on that list.

It’s a fixed value (intimate DC) so ranks really don’t do anything. I find it useful since I have a few players on the intimate build. I have an eval script that just sets it
 
Oh, wait - at the end of all those tests, it assigns Hide.Statblock if the skill should be hidden on the statblock. So delete that tag. The script that does it is at Render/30000.
 
Back
Top