Re: [Bug] [Trackered] Skill Survival et all not working as should
- Wow, with that complicated for Spycraft, we'll definitely need
something formal. Prob. need a coder to really implement these well..
Does anyone think it might be worth doing something for "Conditionals"
in skills? As in one way to Code it up (data-wise) and allow for both
Temporary modifier applier, and listing sub-uses as skill entries?
- On 12/2/05 3:21 PM, "Tir Gwaith" <thoron-tir-gwaith@...> wrote:
> Here's what I'm thinking. Code them so the RANKs are only in theI run across another problem with this implementation yesterday.
> main skill (VISIBLE:Export or something) and then add TYPE:Conditional. Set
> up a preference to only display Conditional skills if
> a) the preference is checked (Default OFF, because the lengthy skill listing
> would make this unweildy for those who don't want it, at least untill we get
> an outcry from users for it to be Default out of the box. For those using
> TEMP bonuses, they'd want it off....)
> b) the character has a different TOTAL in the conditional than the main
> skill - Like having the +4 bonus to Combat Casting from the feat
If you are adding a feat that allows a choice of skills for whatever reason
VISIBLE:EXPORT skills are displayed. I encountered this working on the
Loremasters Instant Mastery ability, I found that all the Survival
sub-skill, while not now visible in the GUI, could be selected and ranks
added this way.
~ Eddy Anthony (MoSaT)
~ PCGen Content Silverback