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Variant Channeling - help to program

Farming: Heal—Creatures ignore fatigue (but not exhaustion) for 1 minute.

I try that,

~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ If we're fatigued
if (hero.tagis[Condition.pcnFatigue] = 1) then
~ +2 STR
hero.child[aSTR].field[Bonus].value += 2
~ +2 DEX
hero.child[aDEX].field[Bonus].value += 2
endif

but did not recognize the fatigue condition. I used hero.tagis as in another script...
 
I have done some of the variant chanelling so far, but I am looking for help on that verification.

~ If the hero is not loyal get out now
doneif (?????.value <> loyal)

What is the proper field to check if the hero is loyal?



Justice/Law: Heal—Lawful creatures gain a channel bonus on Perception and Sense Motive checks, attack rolls, and saving throws until the end of your next turn. Harm—Creatures are affected by zone of truth until the end of your next turn.
 
I'm assuming you mean "Lawful" rather than "Loyal"

You'd want to check for the Alignment.Lawful tag on the hero.

doneif (hero.tagis[Alignment.Lawful] = 0)
 
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

That one very similar, Knowledge instead of performe, but the knwoledge skil did not gain bonus... What is wrong?
Pre-levels / 10 000


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

~ Give sacred bonus to perception and knowledge skills
#applybonus[BonSacred, hero.child[skPercep], field[pAdjust].value]
~Loop through all Knowledge skills that are actually live
~on the hero.
foreach pick in hero from BaseSkill where "Helper.SkCatknow"
~Increase Knowledge skill by adjustment amount
eachpick.field[Bonus].value += field[pAdjust].value
nexteach
 
I think I see a capitalization issue - I'd expect it to be Helper.SkCatKnow, not Helper.SkCatknow.
 
That one is too complicated for me. Who can do it?

Luck: Heal—Creatures gain a channel bonus or a luck bonus (creature’s choice) on one roll (attack roll, CMB check, saving throw, or skill check) made before the end of your next turn. Harm—Creatures take a channel penalty on all d20 rolls until the end of your next turn.
 
Luck: Heal—Creatures gain a channel bonus or a luck bonus (creature’s choice) on one roll (attack roll, CMB check, saving throw, or skill check) made before the end of your next turn.
Really this should be left as a FYI or text only. Its not worth coding as for the most part its a bonus that will stack with anything for one roll made by the player.

Harm—Creatures take a channel penalty on all d20 rolls until the end of your next turn.
This would be taking a bunch of adjustment scripts and putting them together. As its Attack Rolls, Skill Checks, and Saves that need to be adjusted. Look at the Bestow Curse adjustment specifically the "penalty" one and instead of a set -4 you just need to make it use field[pAdjust].value instead.
 
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