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Trait Skill Question

Yea, it looks like it has to be that way. I really can't find away around it. Just so close and just can't get this one last thing kind of bites. Anyways, my last thought to try is add a tag to the chosen skill (somehow) and then try

foreach thing in BaseSkill where "Helper.ClassSkill | Custom.FGMP3ModTr"
eachpick.field[BonTrait].value += 1
nexteach
 
I know normally the user would have had to add the skill before any modifiers and this is kind of backwards, but it's the way it written. Anyways, I was thinking if we could force the skill to show then maybe a later script could modify it. Maybe some kind of loop or something. IDK
Based on what you wrote here I think you may have a misunderstanding of how the scripts work. The "Skill" gets added to the "HERO" and then all the scripts will fire starting at First/1 to Render/999999999999999999. You yourself do NOT need to worry about "when" the user adds the skill to the character. You do NOT have to worry about if the skill is added BEFORE or AFTER they take your trait.

Well you won't if you set the skill list to show skills that are "Picks" instead of "All Things".

So the best solution so far is to simply change the "Restrict List To.." All Picks on Hero. Then use your script as so:
Code:
doneif (hero.tagis[Custom.FGMPClInte] = 0)
doneif (field[usrChosen1].ischosen = 0)

perform field[usrChosen1].chosen.shareidentity[ClassSkill,cHelpSpc] 
field[usrChosen1].chosen.field[BonTrait].value = maximum(field[usrChosen1].chosen.field[BonTrait].value,1)

This way your script only has access to the SKILLS that are actually present on the character. Then put a "{b}Note:{/b}" on the trait that lets the gamer know that if they want to pick a Knowledge skill to add it to the character and then they will be allowed to select it.
 
Yea, the "Restrict List To.. All Picks on Hero" is what I was try to avoid. But I think I went to far down this rabbit hole, lol. It just another "little thing" in this project that will not work.

The last thing I am going to try, (I know hard headed, lol) is move the whole thing from a trait to maybe a class special ability or something like that.
 
Yea, the "Restrict List To.. All Picks on Hero" is what I was try to avoid. But I think I went to far down this rabbit hole, lol. It just another "little thing" in this project that will not work.

The last thing I am going to try, (I know hard headed, lol) is move the whole thing from a trait to maybe a class special ability or something like that.
Can you share the text of the ability? Or why this is needed? I think I speak for Aaron and Andrew that we are all confused on why it matters.

Maybe if you give us the "why" instead of what your trying we can give you a better solution.

Right now I am not sure why this matters as it will work like all the other traits in HL. So why is this one specific "trait" different in such a way that it matters?
 
I can't really share the info, the 3pp asked that I didn't until they are ready. But, I gave up on it and just scripted the traits the normal way. It'll work and it was getting a bit too crazy to do it the other way. Sometimes what is written isn't easily put into HL, but it cool, it'll all work out. I should be good for now, until I come across another "small crazy thing" lol. Thank you everyone for your help and time!
 
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