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-   -   Community Created 3.5 D&D data set.... (http://forums.wolflair.com/showthread.php?t=11584)

Monteparnas January 24th, 2021 12:59 PM

Quote:

Originally Posted by Sendric (Post 293427)
Racial specials are created in General -> Specials.

I'm quite dumb for some things, but at least I can do my little contributions. If it is ok to share my file here, I'll update when I have something interesting to add to the database or doubts on how to do something.

The Blackspawn is basically done. I have a little problem with the Web stating twice that it have 8 charges/day (it is saying (8/day) (DC 20) (8/day) (Ex)), but it is pretty minor. I would like to make the Spit Acid state the damage like the Web does for the DC, but it isn't a major concern, either.

Let me know how I can share my data to help.

Sendric January 25th, 2021 04:26 AM

Quote:

Originally Posted by Monteparnas (Post 293435)
I'm quite dumb for some things, but at least I can do my little contributions. If it is ok to share my file here, I'll update when I have something interesting to add to the database or doubts on how to do something.

The Blackspawn is basically done. I have a little problem with the Web stating twice that it have 8 charges/day (it is saying (8/day) (DC 20) (8/day) (Ex)), but it is pretty minor. I would like to make the Spit Acid state the damage like the Web does for the DC, but it isn't a major concern, either.

Let me know how I can share my data to help.

For the time being, please create a new thread and attach the user file there. Also please provide a list of items that need to be looked at such as the one above.

Thanks.

Check that. Please drop your files into this thread: http://forums.wolflair.com/showthread.php?t=65384

Bloodwolf March 5th, 2021 01:09 AM

Been trying to figure out how to keep the Ex special abilities when adding a skeletal template while deactivating the rest but can't seem to come up with the right generic script. Been working on this for the Skeletal Dragon and Zombie Dragon templates.

So I think that I came up with an option that will be a great work around. I'm going to start working to get the actual idea put in and let you know how it goes. But it will be a lot of work.

Sendric March 5th, 2021 04:44 AM

Quote:

Originally Posted by Bloodwolf (Post 293922)
Been trying to figure out how to keep the Ex special abilities when adding a skeletal template while deactivating the rest but can't seem to come up with the right generic script. Been working on this for the Skeletal Dragon and Zombie Dragon templates.

So I think that I came up with an option that will be a great work around. I'm going to start working to get the actual idea put in and let you know how it goes. But it will be a lot of work.

Have you looked at the current Skeleton template in MM1?

Code:

~ Go through all type specials and feats and assign a tag to disable them.
  foreach pick in hero from BaseSpec where "!SpecSource.Undead & !SpecSource.Skeleton & !thingid.fSimple"
    perform each.assign[Helper.SpcDisable]
  nexteach

You can modify the above to get what you need. Look for a generic tag on Ex abilities and put that in between the "" in the first line.

Bloodwolf March 5th, 2021 11:24 PM

Quote:

Originally Posted by Sendric (Post 293929)
Have you looked at the current Skeleton template in MM1?

Code:

~ Go through all type specials and feats and assign a tag to disable them.
  foreach pick in hero from BaseSpec where "!SpecSource.Undead & !SpecSource.Skeleton & !thingid.fSimple"
    perform each.assign[Helper.SpcDisable]
  nexteach

You can modify the above to get what you need. Look for a generic tag on Ex abilities and put that in between the "" in the first line.

OK. I'm not wrapping my head around it for some reason. I've seen that script and it disables all special abilities for a skeleton. For some reason it just isn't clicking how to make it go from all special abilities to just Supernatural and Spell Like abilities while leaving the Extra abilities active.

My work around was to let it disable all of them and then bring them back through an adjustment category that would let you pick the base dragon type. Crude and extra work but doable.

Sendric March 6th, 2021 08:06 AM

Quote:

Originally Posted by Bloodwolf (Post 293938)
OK. I'm not wrapping my head around it for some reason. I've seen that script and it disables all special abilities for a skeleton. For some reason it just isn't clicking how to make it go from all special abilities to just Supernatural and Spell Like abilities while leaving the Extra abilities active.

My work around was to let it disable all of them and then bring them back through an adjustment category that would let you pick the base dragon type. Crude and extra work but doable.

foreach loops search through all things from a component and then do something to them. The where "" can further define the search. So, using the example above, I'll go through piece by piece:

This searches for all the things on the hero that are specials (BaseSpec is a component tag).

Code:

foreach pick in hero from BaseSpec
It further reduces the list by ignoring those with certain tags as indicated with a "!"

Code:

where "!SpecSource.Undead & !SpecSource.Skeleton & !thingid.fSimple"
then assigns a tag to each thing found to fit the criteria and exits:
Code:

perform each.assign[Helper.SpcDisable]
  nexteach

The piece you'll be most interested in is the where "" section. You'll want to include the tag that appears on things with "Ex" with a "!" in front of it. Off the top of my head, it might look something like:

Code:

where "!AbilType.Extra"


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