Here is the 1st script in the skeleton template (click the Eval Scripts button within the template to find these):
Code:
~ We aren't allowed any skills or feats
perform hero.assign[Hero.NoSkills]
perform hero.assign[Hero.NoFeats]
~ Many races and classes bootstrap feats, so go through them disabling
~ them all - except Improved Initiative and Simple Weapon Proficiency!
foreach pick in hero where "component.BaseFeat & !thingid.fImpInit & !thingid.fWepSimple"
perform each.assign[Helper.FtDisable]
nexteach
~ Disable all special abilities apart from the ones that we bootstrap
foreach pick in hero where "component.BaseSpec & !component.BaseFeat & !thingid.xDamRdB & !thingid.xImmCold & !thingid.rDarkVis"
perform each.assign[Helper.FtDisable]
nexteach
~ Go over all weapons, deleting stuff like weapon focus and
~ improved natural attack from them - these tags are often just
~ bootstrapped directly onto the weapon
foreach pick in hero where "component.BaseWep"
perform each.delete[Broadcast.?]
nexteach
and the 2nd:
Code:
var result as number
~ bonus to natural armor based on size
var bonus as number
if (hero.tagis[Size.Small] <> 0) then
bonus = 1
elseif (hero.tagis[Size.Medium] + hero.tagis[Size.Large] <> 0) then
bonus = 2
elseif (hero.tagis[Size.Huge] <> 0) then
bonus = 3
elseif (hero.tagis[Size.Gargantuan] <> 0) then
bonus = 6
elseif (hero.tagis[Size.Colossal] <> 0) then
bonus = 10
endif
hero.child[mNatural].field[Bonus].value = bonus
~ We don't have INT or CON scores
result = hero.child[aCON].assign[Helper.NoScore]
result = hero.child[aINT].assign[Helper.NoScore]
~ Force our Wisdom to 10 and our Charisma to 1
hero.child[aWIS].field[aNormForce].value = 10
hero.child[aCHA].field[aNormForce].value = 1
~ Set up our damage reduction
var damage as number
#applydr[xDamRdB, 5]
~ Get the number of HD and use it to calculate our base attack bonus
~ and saves
var hd as number
hd = maximum(1, hero.tagcount[Hero.HitDice])
hero.child[Attack].field[tAtkBase].value = round(hd / 2, 0, -1)
hero.child[vFort].field[vBase].value = round(hd / 3, 0, -1)
hero.child[vRef].field[vBase].value = round(hd / 3, 0, -1)
hero.child[vWill].field[vBase].value = round(hd / 2, 0, -1) + 2
~ Use the number of HD to calculate CR
var cr as number
if (hd <= 1) then
cr = -1
elseif (hd <= 3) then
cr = 1
elseif (hd <= 5) then
cr = 2
elseif (hd <= 7) then
cr = 3
elseif (hd <= 9) then
cr = 4
elseif (hd <= 11) then
cr = 5
elseif (hd <= 14) then
cr = 6
elseif (hd <= 17) then
cr = 7
else
cr = 9
endif
hero.child[Totals].field[tCR].value = cr
What you want to do is go through each of the scripts. Look at the comments (starting with ~), and that will tell you what the code after that does. For example, the CHA = 1 line is about halfway through the second script, so just find that line and delete it (or, for safety, so you don't delete something you didn't realize was essential, put a ~ at the beginning of the line of code to comment it out - that way you only have to delete the comment if you make a mistake).
P.S. Iron Wind metals may still sell Ral Partha's Grateful Undead miniatures from the 80's, if you wanted figures for your game.