Coding in a template for an Alchemist
I am working on creating all the class templates (from Simple Monster Templates)
I want to give the alchemist talents at like HD 1 and 10 like the Rogue template grants rogue talents |
So what have you figured out about how the rogue template grants those talents? You've made a temporary copy of rogue, right? Have you figured out what that template adds in order to allow the user to add talents?
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yeah thats how i have been kind of doing these templates looking at other classes that are similar
This is what i got in the eval script so im thinking thats how you do it var i as number for i = 0 to hero.tagcount[Hero.HitDice] - 1 perform hero.assign[PreReqCaP1.RogTal] perform hero.assign[PreReqCaP1.NinTri] perform hero.assign[PreReqCaP1.RogTalAdv] perform hero.assign[PreReqCaP1.NinTriMas] next var numfound as number foreach pick in hero from BaseCustSp where "CustTaken.cfgRogCrea & abCategory.RogTalAdv" numfound += 1 nexteach validif (numfound <= 1) |
If you notice, the rogue template bootstraps a configurable. If you take a look at that configurable, it has an eval script setting its own max field.
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So im just starting to watch the video you told me to watch so im not sure what a configuarble is
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A configurable is a type of Thing which allows you to add a new tab in Hero lab, with several tables which you can customize to purpose. They have their own sub-tab in the editor.
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Their unique IDs start with cfg, so if you copy the Rogue template, you should be able to determine which bootstrap is the configurable, and use that to know what to copy on the Configurable tab.
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Well I’ll have to check that out, these templates looked easy to start off with they seem to be getting more and more difficult
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