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Variant Channeling - help to program

Eretas

Well-known member
If someone can program the first variant channeling and send me the "user" files, I will program the others as many are very similar. But i can't be myself figure out of to give variable skill bonus. :(

...
Unless otherwise stated, bonuses granted by a variant channeling are sacred bonuses if you channel positive energy or profane bonuses if you channel negative energy. If an alternative channeled energy provides a “channel bonus” on rolls or statistics, the bonus is +1, increasing to +2 at cleric level 5 and for every 5 cleric levels thereafter (to a maximum of +5). Likewise, a “channel penalty” is initially –1, increasing to –2 at cleric level 5 and every 5 cleric levels thereafter (to a maximum of –5).

A character who has the channel energy ability from a class other than cleric may use these variant channeling rules if the class’s abilities are tied to serving a deity. For example, paladins can select alternative channeling abilities if they serve a deity, as can oracles with the Life mystery (as they serve many deities), but necromancer wizards cannot.

The following is a list of example portfolios and the variant channeling abilities available to each.

Air/Sky/Wind: Heal—Creatures gain a channel bonus on Acrobatics and Fly checks, saving throws against wind effects, and effects with the air descriptor until the end of your next turn. Harm—Creatures are buffeted with wind until the end of your next turn; this wind gives them a channel penalty on ranged attacks, and their movement is halved if they move toward you.
 
ah those are already in HL


guess it doesnt have an activation button in the in-play tab... is that what your wanting?
 
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They are available for the priest, but nor for the priest companion as an conferred adjustment.

Ex.: The air give + 1 to +5 bonus on acrobatic and flying and a ST bonus vs. wind effects, and effects with the air descriptor
 
Ok I figured out everything but how to spicifiy it's a sacred Bonus. It try
#Bonsacred[skAcrobat] += field[pAdjust].value
instead of
#skillbonus[skAcrobat] += field[pAdjust].value
But i got a message error.

This is the script


~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give sacred bonus to Fly skills
#skillbonus[skFly] += field[pAdjust].value
~ Give sacred bonus to Acrobat skills
#skillbonus[skAcrobat] += field[pAdjust].value
~ Set a situational bonus to all saves vs wind effects, and effects with the air descriptor until the end of your next turn
#situational[hero.child[svAll],signed(field[pAdjust].value) & "wind effects, and effects with the air descriptor until the end of your next turn",field[name].text]
 
I just threw the example together for the Ally portion of the ability since you listed that above. There are two Eval Scripts enclosed.

Personally, since it only lasts for one round, I would probably save these for last and focus on stuff with a longer duration. Up to you though.

Code:
First/10000
~ If we're not enabled, get out now
    doneif (field[pIsOn].value = 0)

~We get a Sacred Bonus to our Acrobatics and Fly skill based on our selected value
    #applybonus[BonSacred, hero.child[skAcrobat], field[pAdjust].value]
    #applybonus[BonSacred, hero.child[skFly], field[pAdjust].value]

Code:
Final/20000
~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)

~We have a situational bonus to our saves.
    #situational[hero.child[svAll],"+" & field[pAdjust].value & " vs. wind effects, and effects with air descriptor",field[name].text]

Regarding your last post of receiving errors, if you right click the error, you can copy it and paste it in the post here. It helps people to tell you what happened.
 
Why did you split the 2 adjustments in 2 separation timing? It it much easier to let them in the same script? I don't get why we need to split them.
 
Most of the skill bonuses are added during the First phase throughout the editor, so I always put them at that phase. The situational modifiers need to be later (Final Phase) in the scripting.

Basically to maintain consistency with how other things are done in the editor.
 
Most of the skill bonuses are added during the First phase throughout the editor, so I always put them at that phase. The situational modifiers need to be later (Final Phase) in the scripting.

Basically to maintain consistency with how other things are done in the editor.
Actually skills are usually added pre-level/10000. Not allot requires things to be done in the first. For innate you should use pre-levels/4000

Also be better to use the signed() function instead of hard coding the plus sign. Makes the script more flexible.
 
Is this what you mean..

~We have a situational bonus to our saves.
#situational[hero.child[svAll], signed() & field[pAdjust].value & " vs. wind effects, and effects with air descriptor",field[name].text]

I got it now for the when.. Thanks.
 
@Eretas does the scripts then that Umarian gave you get you under way then correctly?

The only issue I see is either a custom drop down for figuring out if your a profane bonus or a scared bonus. Or is the plan to have two adjustments per each channeling option? I sort of think we have so many adjustments we are going to want to have ONE Adjustment with a selector than two adjustments.
 
@Eretas does the scripts then that Umarian gave you get you under way then correctly?
Yes, it's fine now. The bonus are "sacred" and the saving is also correct.

I sort of think we have so many adjustments we are going to want to have ONE Adjustment with a selector than two adjustments.
I very like the idea two have bothe "heal" and "harm" on the same one with a selector. I will look and the one for Barbarian "rage" and the other one for "Smite Evil", I know they have a selector, but I don't know if i wil figure it out by myself...
 
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I was talking to Mathias and I think the best and easiest course is to go with four adjustments. Sacred Heal, Sacred Harm, Profane Heal, and Profane Harm. That way a person makes once choice when they add the adjustment and not have to select the adjustment and then select the the type.
 
I will program them individually then.
Did exist a skill name for "perform All" or Knowledge "all". I tried perfall and perform without success. For now, i will left it with perform Act skPerfAct

Syntax error in 'eval' script for Thing 'pVCArtHeal' (Eval Script '#1') on line 6
-> Non-existent thing 'skPerform' used by script
 
I will program them individually then.
Did exist a skill name for "perform All" or Knowledge "all". I tried perfall and perform without success. For now, i will left it with perform Act skPerfAct
To do all perform skills you would have to setup a foreach loop to loop through all the Category Perform skills. Then for each Pick you add the bonus to it.

The hard part is finding the right tag to do the where on. You can add a perform skill to your character and then right click on it and select "Show Debug Tags". Then look them to figure out which is the right tag that helps to uniquely identifiy Perform skills

Here is an example:
Code:
~Loop through all Perform skills that are actually live
~on the hero.
foreach pick in hero from BaseSkill where "Helper.SkCatPerf"
   ~Increase Performance skill by adjustment amount
   eachpick.field[Bonus].value += field[pAdjust].value
nexteach
 
To do all perform skills you would have to setup a foreach loop to loop through all the Category Perform skills. Then for each Pick you add the bonus to it.

That work perfectly...

Another bug (for me of course...)

I programmed The Envy Channeling and it work well, but if i disabled the adjustment, the bonus on the CMB / CMD stay active..
Envy: Heal—Creatures gain a channel bonus on disarm and steal combat maneuvers, Bluff checks, and Sleight of Hand checks for 1 minute. Harm—Creatures must attempt a steal combat maneuver on their next turn against an adjacent enemy. This is a compulsion effect.

FINAL PHASE 20000

~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~add a +2 bonus to the Disarm maneuver (both CMB and CMD)
hero.child[manDisarm].field[manCMB].value += field[pAdjust].value
hero.child[manDisarm].field[manCMD].value += field[pAdjust].value

~ add a +2 bonus to the Steal maneuver (both CMB and CMD)
hero.child[manSteal].field[manCMB].value += field[pAdjust].value
hero.child[manSteal].field[manCMD].value += field[pAdjust].value
 
To do all perform skills you would have to setup a foreach loop to loop through all the Category Perform skills. Then for each Pick you add the bonus to it.

The hard part is finding the right tag to do the where on. You can add a perform skill to your character and then right click on it and select "Show Debug Tags". Then look them to figure out which is the right tag that helps to uniquely identifiy Perform skills

Here is an example:
Code:
~Loop through all Perform skills that are actually live
~on the hero.
foreach pick in hero from BaseSkill where "Helper.SkCatPerf"
   ~Increase Performance skill by adjustment amount
   eachpick.field[Bonus].value += field[pAdjust].value
nexteach

ShadowChemosh, how about:

#skillbonus[AllPerform] += field[pAdjust].value

(as a heads up, #situational[hero.child[AllPerform],"some text"] won't send its bonus onward at this time - that's a known bug, so for situational bonuses to all craft, knowledge, perform, or profession skills, you'll still need to use a foreach).
 
That work perfectly...

Another bug (for me of course...)

I programmed The Envy Channeling and it work well, but if i disabled the adjustment, the bonus on the CMB / CMD stay active..

doneif (tagis[Helper.FtDisable] <> 0) doesn't work for adjustments, you want to check the pIsOn field's value instead, like so:

doneif (field[pIsOn].value = 0)
 
;)

All set then...

If anyone want top program some, i begin with the ones giving channel bonus to some skills.

Now I have :

Air
Art
Envy
Freedom
Hunting
 
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