Re: [PCGenListFileHelp] Cancel out abilities
- REMOVE:ABILITY removes an object at character run, from the character
that already had that ability from user choice or LST calls. You are
trying to modify modify setup of options before character load, so
.MOD and .CLEAR, etc. are what you want.
I have a better idea. Esp. since I just did a bunch of stuff for UA
in my 5.6.1 update and testing. :p (Someone might want to record
this, because I think I'm basically writing something that could
easily be incorporated into a LST Class for the Docs.
Remove the ability with .CLEAR, and add whatever you want later with
whatever PREreqs, or even Ability Pools.
UA has 2 variants for Barbarian Rage / Indomitable Will, so there are
now 3 options I want to choose from.
- Standard like SRD
- "Whirling Frenzy"
- "Hunter" (replace Rage and Indomitable Will with Favored Enemy and
Archery Combat Style stuff)
In my coding below, I'm putting one tag per class level line. I
didn't do it in my files, but it makes it easier to clarify that there
is tabs between tags... Consider a tab between level line and the tag
First thing I did, is remove all the old references and give myself a
1 ABILITY:Special Ability|AUTOMATIC|.CLEAR.Barbarian Rage|.CLEAR.Rage
14 ABILITY:Special Ability|AUTOMATIC|.CLEAR.Indomitable Will
With just that above, Loading Barbarian removes all of his Rage /
Indomitable Will stuff, completely. The BONUS:VAR negation is for a
corner case: what if at a future date a character used "Hunter"
version, but had "Rage" from a racial ability (like 1/day or
Next, I need to set up an Ability Pool for my choices. I can then
test that they are working, and after that, I can add the various bits
to that framework.
Ability Category file (called with ABILITYCATEGORY tag in PCC), all on
one line separated by tabs:
ABILITYCATEGORY:Barbarian Rage Variant
PLURAL:Barbarian Rage Variants
Big parts to notice are CATEGORY, TYPE (have to put those in my choice
objects for the ability category to find them), DISPLAYLOCATION (I've
put it with the rest of the RSRD Class ability choices, so the GUI
remains clean), VISIBLE:QUALIFY (I want only Barbarians to see the
Pool display on the right had side of Class Abilities, again for nice
Ok, so now that I have an ABILITYCATEGORY, I need to set up some
objects to test.
All those on one line again, with Tabs, and:
Barbarian Whirling Frenzy
So now I have 2 choices, matching CATEGORY and TYPE as the
ABILITYCATEGORY, VISIBLE:DISPLAY, so it shows up on the GUI, but not
the character sheet (The "Real" abilities will do that for me).
After getting that to work, I went about making the Barbarian Hunter
completely functional. The RSRD relevant parts for that from the
Ranger Class are:
1 ABILITY:Special Ability|AUTOMATIC|Basic Favored Enemy|Ranger Favored Enemy
###Block: Combat Trees
1 ABILITY:Special Ability|AUTOMATIC|Ranger Combat Tree
So, I need in my Barbarian CLASS (under the .MOD)
Notice the PREABILITY, so the VARS aren't calculated unless the
character has the choice "Barbarian Hunter"
In my Ability file, I need to add the following to Barbarian Hunter
ability (I could do it in the class line, but that would require
another PRExxx, and I find this cleaner - personal preference, since
either will work)
ABILITY:Special Ability|AUTOMATIC|Basic Favored Enemy|Ranger Favored Enemy
(That's implements the Favored Enemy stuff, no real modifications)
ABILITY:Special Ability|AUTOMATIC|Archery Combat Style
This one is different from the Ranger, in that I'm calling the Archery
Combat Style object directly, since that is what the UA variant
mentions... I'm not going to need to choose between Combat styles, so
I just add the Archery and be done. :)
To make it the Style kick off the actual abilties of the style, I need
to increment the VAR RangerCombatTreeLVL, so back in CLASS.lst, where
I had the other bits:
Gotta put the PRE there. I could have done it a few other ways, but
that makes it clean for me. :)
That takes care of the Barbarian Hunter (and I can test it...) Only
have to modify Barbarian Rage, and implement Whirling Frenzy....
I hope that explained some steps in how to do this sort of thing. I
suppose I could go into EVERYTHING to implement those, but I'll save
that for a LST Class if need be. (aka I'm getting tired of typing
PCGen LST Chimp
> -----Original Message-----They don't work that way.... you wither take the one or the other... it's
> most direct example: Ranger with alternate class features from both
> Complete Champion and Player's Handbook II:
> -get bonus feat at lvl 4+, replaces spellcasting
> -get Distracting Strike, replaces Animal Companion
> both at lvl 4...
> true, I'm not yet sure how to do the spellcasting thing, but I would
> like to be able to use the animal companion replacement either with or
> without the spellcasting replacement. Which would lead to three
> combination substitution levels/classes, and then I'm not even
> mentioning the Ranger without spellcasting from the Complete Warrior.
not mix & match (per standard rules anyway).
> Which leads me back to my original question: what's wrong with theI see one issue...
> addition of the prerequisite after the fact?
> Am I making a syntax error there? or is this not possible at all?
> PREABILITY:0,CATEGORY=Special Ability...That 0 is probably messing you up.
I'd try !PREABILITY:1,
Nice LST class!
I'm actually alread doing part of what you explain here, except for one part:
I want to keep the original, default ability intact UNLESS someone wants an alternate class feature.
That's why I tried to modify the existing ability that's being replaced and add in a 'cancellation' ability.
(it is my understanding and experience the REMOVE:ABILITY tag isn't implemented yet)
In short, yes, I understand REMOVE:ABILITY would remove an already assigned ability, and that's exactly what I'm trying to accomplish.
You did, however, point me towards my second mistake (the first one was using CATEGORY:Special Ability instead of CATEGORY=Special Ability):
I tried modifying the ability, while I should have been modifying the class.
I now have:
1 ABILITY:Special Ability|AUTOMATIC|.CLEAR.Barbarian Fast Movement
1 ABILITY:Special Ability|AUTOMATIC|Barbarian Fast Movement|!PREABILITY:1,CATEGORY=Special Ability,Barbarian ACF Cancel Fast Movement
My Alternate class feature adds the ability 'barbarian ACF Cancel Fast Movent' in addition to it's own bonusses, and the barbarian fast movement disappears....
Done! Thanks for helping!
- --- In PCGenListFileHelp@yahoogroups.com, "Barak" <barak@...> wrote:
> > -----Original Message-----
> > most direct example: Ranger with alternate class features from both
> > Complete Champion and Player's Handbook II:
> > -get bonus feat at lvl 4+, replaces spellcasting
> > -get Distracting Strike, replaces Animal Companion
> > both at lvl 4...
> > true, I'm not yet sure how to do the spellcasting thing, but I would
> > like to be able to use the animal companion replacement either with or
> > without the spellcasting replacement. Which would lead to three
> > combination substitution levels/classes, and then I'm not even
> > mentioning the Ranger without spellcasting from the Complete Warrior.
> They don't work that way.... you wither take the one or the other... it's
> not mix & match (per standard rules anyway).
> BarakI'm not sure I want to get into a rules argument here, but to clarify:
I don't see any reason why you couldn't combine either the normal spellcaster with a substitution that replaces the animal companion or the Complete Warrior Ranger with a substitution that replaces the animal companion.
Or a ranger with both the substitution from PHII that replaces the animal companion and the substitution from Complete Champion that replaces spellcasting.
Of course, you couldn't add a substitution that replaces spellcasting to the complete warrior ranger that has no spellcasting.
Nor could you take two substitution features that replace the same ability....