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DeltaMasterMind
Senior Member
 
Join Date: Jul 2014
Posts: 412

Old October 18th, 2018, 03:59 PM
So here is the code I am working on:
Quote:
<thing id="srSUCShatr" name="The Shattered" description="You are a monstrosity. Your form consist of multiple other Gem fragments. Your Gem was shattered like the rest of them, but you came out with enough structure to maintain your higher functions, but without the body structure needed to function, instead as you were grouped with other fragments you started to take form. You now control the defuncted shards as a part of you. Attempting to control all these fragments slows down your processing power and makes you bulky." compset="SubRace" uniqueness="unique">
<fieldval field="rSpeed" value="25"/>
<usesource source="SU_5eCS"/>
<tag group="ClVaryName" tag="AppParen" name="Append (in Parentheses)" abbrev="Append (in Parentheses)"/>
<tag group="Helper" tag="ManyLegs"/>
<tag group="SubRace" tag="rSUGem" name="Gem" abbrev="Gem"/>
<tag group="RaceType" tag="Normal" name="Normal (Player) Race" abbrev="Normal (Player) Race"/>
<tag group="Language" tag="lSUGem"/>
<tag group="RaceSize" tag="Large1"/>
<tag group="AlgnForbid" tag="Lawful"/>
<tag group="AlgnForbid" tag="Good"/>
<tag group="Helper" tag="NotHum"/>
<bootstrap thing="xSwim">
<autotag group="Value" tag="15"/>
</bootstrap>
<bootstrap thing="wFist">
<autotag group="AttackTarg" tag="1Target"/>
<assignval field="wDieCount" value="1"/>
<assignval field="wDieSize" value="4"/>
<assignval field="sbName" value="Fist x4"/>
<assignval field="livename" value="MultiAttack Fist x4"/>
</bootstrap>
<bootstrap thing="xMultiatt"></bootstrap>
<bootstrap thing="raSUCShatA"></bootstrap>
<bootstrap thing="wHeadButt">
<autotag group="AttackTarg" tag="1Target"/>
<assignval field="wDieCount" value="1"/>
<assignval field="wDieSize" value="12"/>
</bootstrap>
<bootstrap thing="spSUCShatR">
<autotag group="Helper" tag="RaceSpell"/>
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="tpMonstros"></bootstrap>
<bootstrap thing="raSUCMulAr"></bootstrap>
<bootstrap thing="sShattered"></bootstrap>
<eval phase="First">hero.child[rSUGem].field[rWeightMin].value -= 1</eval>
</thing>
<thing id="raSUCShatA" name="+6 to Str and Con, -6 to Dex,Int,Wis,Cha" description="Grants a +6 bonus to Strength and Constitution.\nBestows a -6 penalty to Dexterity, Intelligence, Wisdom, and Charisma." compset="RaceSpec">
<fieldval field="abValue" value="6"/>
<usesource source="DMM"/>
<tag group="ChooseSrc1" tag="Hero" name="All Picks on Hero" abbrev="All Picks on Hero"/>
<tag group="Custom" tag="AbilScore" name="AbilScore" abbrev="AbilScore"/>
<tag group="RaceSort" tag="Attribute" name="Attribute" abbrev="Attribute"/>
<eval phase="PreAttr" priority="5000"><![CDATA[
~if we've been replaced, get out now
doneif (tagis[Helper.SpcReplace] <> 0)

~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)

hero.child[aSTR].field[aStartMod].value += field[abValue].value
hero.child[aSTR].field[aMaxValue].value += field[abValue].value
hero.child[aCON].field[aStartMod].value += field[abValue].value
hero.child[aCON].field[aMaxValue].value += field[abValue].value
hero.child[aDEX].field[aStartMod].value -= field[abValue].value
hero.child[aDEX].field[aMaxValue].value -= field[abValue].value
hero.child[aINT].field[aStartMod].value -= field[abValue].value
hero.child[aINT].field[aMaxValue].value -= field[abValue].value
hero.child[aWIS].field[aStartMod].value -= field[abValue].value
hero.child[aWIS].field[aMaxValue].value -= field[abValue].value
hero.child[aCHA].field[aStartMod].value -= field[abValue].value
hero.child[aCHA].field[aMaxValue].value -= field[abValue].value]]></eval>
</thing>
<thing id="spSUCShatR" name="Energy Adaptation" description="As an bonus action, you give yourself {b}resistance{/b} to acid, cold, fire, or lightning (your choice), which the choice lasts until you are hit with a different type of energy damage, which from then on you have that energy resistance, until hit with another energy type." compset="Spell" summary="You gain resistance to energy of choice">
<fieldval field="sRange" value="Self"/>
<fieldval field="sDuration" value="1 round/lvl"/>
<usesource source="DMM"/>
<usesource source="SU_5eCS"/>
<tag group="sRange" tag="Personal" name="Personal" abbrev="Personal"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sLevel" tag="1" name="1" abbrev="1"/>
</thing>
<thing id="raSUCMulAr" name="Multi-Armed" description="{b}Benefit{/b}: Members of this subrace possess four or more arms, but may only use 4 at a time. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands." compset="RaceSpec">
<usesource source="DMM"/>
<tag group="Helper" tag="SpecUp" name="SpecUp" abbrev="SpecUp"/>
<tag group="AbilType" tag="Extra" name="Extraordinary Ability" abbrev=" (Ex)"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~if we've been replaced, get out now
doneif (tagis[Helper.SpcDisable] <> 0)

herofield[tNumHands].value += 2]]></eval>
</thing>
Quote:
<thing id="rSUGem" name="Gem" description="&quot;SIMPLIFIED DOWN TO OUR BASIC FORM , GEMS ARE JUST GEMS. OUR BODIES ARE ACTUALLY GENERATED BY OUR GEMSTONE... WELL, PROJECTIONS. THINK OF IT LIKE A HOLOGRAM , BUT WITH MASS . ” -Pearl\n\nGems are a people of the stars, parasitizing entire worlds to propagate their species. Born into a strict-caste system that determines their job and worth from the moment of their birth, most gems have little autonomy to speak of. It takes an incredibly strong-willed gem to break the shackles of its birth , and most are more than happy to live by the purpose for which they are created." compset="Race" uniqueness="useronce">
<fieldval field="rCON" value="2"/>
<fieldval field="rHeightMin" value="48"/>
<fieldval field="rWeightMin" value="1"/>
<fieldval field="rMultiatt" value="The Shattered have parts that can attack independently. When using a full round attack action you attack with a headbutt including up to 4 &quot;fists&quot; (any appendage that isn&apos;t used for movement)."/>
<usesource source="SU_5eCS" parent="pfHBC" name="Steven Universe Campaign Setting"/>
<tag group="RaceType" tag="Normal"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="Alignment" tag="Lawful"/>
<tag group="Helper" tag="NoAdvLeag"/>
<bootstrap thing="lSUGem">
<autotag group="Promote" tag="Top"/>
</bootstrap>
<bootstrap thing="lCommon"></bootstrap>
<bootstrap thing="raSURebirt"></bootstrap>
<bootstrap thing="ttSUGem"></bootstrap>
<bootstrap thing="spSULightC">
<autotag group="Usage" tag="AtWill"/>
<autotag group="Helper" tag="RaceSpell"/>
</bootstrap>
<bootstrap thing="raSUInorgN"></bootstrap>
<bootstrap thing="xMultiatt"></bootstrap>
<bootstrap thing="tpConst"></bootstrap>
<bootstrap thing="tpHumanoid">
<containerreq phase="First" priority="500"><![CDATA[fieldval:rWeightMin >= 1]]></containerreq>
</bootstrap>
<eval phase="First" index="2"><![CDATA[~ doneif (tagis[thingid.sShattered] = 0)
if (hero.childlives[sShattered] = 0) then
hero.child[rSUGem].field[rMultiatt].text = ""
endif]]></eval>
<eval phase="PreLevel" priority="1000">~ doneif (tagis[thingid.srSUCShatr] = 0)
if (hero.childlives[sShattered] = 0) then
perform hero.child[xMultiatt].delete[FeatureTyp.Action]
perform hero.child[xMultiatt].delete[Helper.ShowSpec]
endif</eval>
</thing>
Each is in a different file with different sources, the issue is the order of loading with this structure. I have no real way to bypass the way this is handled. I still haven't tried the replace feature yet though. I will give it a try tomorrow.

At the end of the second box is me forcing multiattack off when The Shattered is not live. Sadly I had to add the shattered rMultiatt text into the race because the subrace doesn't allow this field. So I have to go (at least this is what I know) in an reversed order to get the results, but this requires me to modify the official source file to do so.

In the first box I am using the races minweight field to trigger a bootstrap condition to make Humanoid type tag go away. Since this variant is a monstrous form of the race. There is a lore reason why I am not doing the monster form as a template.

Forum link for my content work:
Pathfinder Thread
Forum link for SU 5e content work:
5e Steven Universe Thread
This link is for my group, but feel free to play it with:
DMM 5e | "https://www.dropbox.com/s/vsd9w1eodlnwjq0/updatesDMM.xml?dl=1" Copy this link to your update manager to get updates when available.
This adds the Pisky subrace to elves from Berserk! and additional subraces for the Gem Race.
Please post comments in the provided threads above.

Last edited by DeltaMasterMind; October 18th, 2018 at 04:06 PM.
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