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-   -   Need help! Create a unique item?! (http://forums.wolflair.com/showthread.php?t=59692)

susan.nz December 3rd, 2017 03:20 PM

Need help! Create a unique item?!
 
Hi,

I am very new to Hero Lab. I've made a few characters of my characters up, but I am struggling with the Editor to make up a few things that are unique for our games - for example Campaign Traits created by my GM. But I found a way of getting them in using adjustments.

But now I am truely stuck. I need to make a unique breastplate created by the GM.

Breastplate
Enchanted +2
Type: Medium
Max Dex: 3
Check Penalty: -3
Weight: 30lb
Spell Fail: 25%
Armour: 8 (6 normal +2 for enchantment)

Properties:
+5 Fire Damage Resistance
+1 to all Saving Throws
+5 to Saving Throws vs Fire.
Your current weapon gains 'Flaming' effect (+1D6)
You can give 'Flaming' effect to others up to your level/rounds.
You take +2 damage for all cold damage against you.

I can't even make a trait to add Use Magic Weapon as a class skill, I have no idea how I will ever acheive the above. The editor is very confusing/greek/orc for me.

Anyone have something similar made up that I could then edit with my limited abilities?

Cheers,
Sue.

susan.nz December 5th, 2017 06:11 AM

Hi all,

I've been watching videos and trying my best.

I have worked out this stuff:
Breastplate, Enchanted +2, Medium Armor, Max Dex: 3, Check Penalty: -3, Weight: 30lb, Spell Fail: 25%

I added these things just as a description for me to track myself:
  1. Your current weapon gains the Flaming effect (+1D6 Fire damage)
  2. You can give 'Flaming' effect to others up to your level/rounds.
  3. You take +2 damage for all cold damage against you.

How do I get these things permanently onto a suit of magical armor in the editor?
  1. +5 Fire Resistance
  2. +1 to all Saving Throws
  3. +5 to Saving Throws vs Fire

Cheers.

Minous December 5th, 2017 06:54 AM

1) Bootstrap resist fire special ability
2) applybonus macro (Is the +1 typed or untyped?)
3) circumstantial bonus on saves.

Aaron December 5th, 2017 08:20 AM

Add an eval script to the armor. First employ a line to stop the script if the armor isn't equipped:

Code:

~ If we're not equipped, do nothing
doneif (field[gIsEquip].value = 0)

Then there are macros to help with the others (Minous is correct to ask about bonus types, I assume for 2 you mean a resistance typed bonus)

Code:

~ Apply resist fire 5
#applyresist[xDamRsFire, 5]

~ Apply a +1 resistance bonus to saves
#applybonus[svResist,hero.child[svAll],1]

~ Apply a +5 situational bonus to saves
#situational[hero.child[svAll], "+5 bonus vs. fire", field[thingname].text]


susan.nz December 5th, 2017 07:26 PM

Quote:

Originally Posted by Aaron (Post 259860)
Add an eval script to the armor. First employ a line to stop the script if the armor isn't equipped:

Code:

~ If we're not equipped, do nothing
doneif (field[gIsEquip].value = 0)

Then there are macros to help with the others (Minous is correct to ask about bonus types, I assume for 2 you mean a resistance typed bonus)

Code:

~ Apply resist fire 5
#applyresist[xDamRsFire, 5]

~ Apply a +1 resistance bonus to saves
#applybonus[svResist,hero.child[svAll],1]

~ Apply a +5 situational bonus to saves
#situational[hero.child[svAll], "+5 bonus vs. fire", field[thingname].text]


Wow! Thanks Aaron. It worked really well.

I click on the Breastplate and immediately get the +1 to all Saves. I can hover to see the Situational +5 to Fire. Wonderful.

I wish I understood this stuff, it's really hard for me.

Seeing how you nailed the first three, would you please provide some advice (or something I can paste in!) for the initial ones I thought even more impossible please?
  1. Your current weapon gains the Flaming effect (+1D6 Fire damage)
  2. You can give 'Flaming' effect to others up to your level/rounds.
  3. You take +2 damage for all cold damage against you.

How would you tackle those three?
  1. The current flaming effect on MY weapon, it's a Masterwork club at the moment - Would I just make a custom weapon, and add the 1D6 on?
  2. The flaming effect I can give to other peoples weapons would be something visible in the Specials list? It's level/rounds.
  3. +2 Cold damage I take would be a situational thing again?

Thank you very much.

Aaron December 6th, 2017 09:00 AM

1) Code not tested, tweak as necessary.

Post Level 10000
Code:

~ Add +1d6 fire damage to any weapon which is not already flaming
~ This iterates through all picks we have which have attack and damage fields, looking for those with either the "equipped in main hand" or "equipped in off hand" tags AND not the flaming weapon ability
foreach pick in hero from AttDam where "(Hero.MainHand | Hero.OffHand) & !Ability.iFlaming"
  ~ We have found one! Apply extra damage text and mark it as flaming so any further abilites don't stack more damage.
  #extradamage[eachpick," plus 1d6 fire",field[thingname].text]
  perform eachpick.assign[Ability.iFlaming]
  nexteach

2) The simplest way would just be to add the tags to track your rounds/day to the armor and have the item itself show on the specials tab with an appropriate summary.

Alternately, you could do it sort of like the Thanatotic plate (from book of the damned) does with its situational spell resistance pick. Create a simple ability which calculates its charges based on your hit dice and bootstrap it to your armor with a bootstrap condition for being equipped.

3) Not really an appropriate place to put a situational, really. The Damage pick is for damage you inflict, not damage you take. I think this would just have to be included in the summary of whatever you do for item 2 above. If you really think it needs to be called out you could even make it a separate ability shown by itself when the armor is equipped.


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