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Trait Feat

Frodie

Well-known member
Is there a script I can get to have a trait let the user pick from a number of feats like they do for skills?
 
For this, you'll have to increase the feat count and write an eval rule that makes sure the user selects one of the feats on the list.
 
The Cavalier's Order of the Sword's 8th level ability, mounted mastery, is an ability that does just this. (It does this because classes only have 2 tables for bonus feats, and for the Cavalier, those are already in use for the tactical feats and the combat feats that a Cavalier can choose from).
 
Well it's not showing up I copied the script word for word to the trait, the only thing differant is I have an eval scrip in the "1" spot to pick skills. Is that messing it up?
 
The index value of scripts is only used to distinguish them from each other internally, it doesn't affect how they operate.

You copied the timing, too, right?

Try removing the ShowSpec test - that's something that's specific to class specials, and may not be useful for a trait, or make sure that among the options for that trait, you have "Show In Specials List?" checked.

If those don't work, you'll need to be more specific about what error you're seeing. "not showing up" doesn't tell me anything about what's happening or not happening.
 
Ok, getting there, BTW - there is no timing in the scrip and/or rules.
But I have got it to give me an extra feat, but not restrict the list. I think it might have something to do with the rule:

validif (tagis[Helper.ShowSpec] = 0)

validif (#hasfeat[fBuilder] + #hasfeat[fCautious] + #hasfeat[fHardware] <> 0)
 
You gave your eval rule the same timing as the original, right?

If you removed the ShowSpec test from the eval script, did you remove it from the Eval Rule, too?

When I say timing, I'm referring to the phase and priority listed at the top of the script. I keep forgetting that there's now a button labeled "Timing" at the bottom. That button is not something that someone learning to script needs to worry about, so just pretend it's not there and pretend it doesn't say "Timing".
 
When I say timing, I'm referring to the phase and priority listed at the top of the script. I keep forgetting that there's now a button labeled "Timing" at the bottom. That button is not something that someone learning to script needs to worry about, so just pretend it's not there and pretend it doesn't say "Timing".
Yes just ignore the man behind the curtain. :)
 
lol, ok,

my eval script is: Post levels Pri 10000 index 2
~ If we're not shown, just get out now

~add +1 feat available
#resmax[resFeat] += 1

and the eval rules is: Phase Validation Phase Priority 5000 index 1
Message and summary You have not selected a bonus feat yet


validif (#hasfeat[fBuilder] + #hasfeat[fCautious] + #hasfeat[fHardware] <> 0)
 
idk, messed around with the phases and priority, still nothing. Can I do somehting like the skills:

thingid.fBuilder|thingid.fCautious|thingid.fHardware|
 
Okay, you say the trait is correctly adding a feat slot, right?

When you look on the list of validation errors immediately after adding the trait, you see the "You have not selected a bonus feat yet", right? Or is the problem that the Eval Rule is always coming up valid.

Once you've seen that error message, try adding the Builder feat - does the error message stay there? For Cautious and Hardware, too?
 
There is no error message, when I goto add the extra feat, (It gives a bonus feat), but it is a list of all the feats. So I guess the Eval Rule is always coming up valid
 
That's not what I'm trying to do. There's no way to do what you're thinking of - to make the feats table temporarily turn into a table for the use of a single trait.

When you take the trait, the trait grants the character an extra feat slot so that they can take one of the feats in question. Then, the Eval Rule makes sure that they purchased one of the feats on that list. That way, you come as close as you can to requiring that the user spend that feat slot on one of the bonus feats that the trait allows.
 
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