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Sendric
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Join Date: Jul 2010
Posts: 3,147

Old December 26th, 2017, 07:45 AM
Quote:
Originally Posted by insaneurge View Post
Thank you for the response. I will play around with removing iterative attacks. For the second part of my question, how would i go about changing the Saving Throw bonus in the editor from the default progression?

I toyed with the idea of building a system from scratch but someone suggested if I was working on a 3.5 variant system I should try the editor.
Here's a quick script I used with an adjustment to apply the Helper.NatPrimary to your non-natural weapons:

First/10000
Code:
foreach pick in hero from BaseWep where "!Helper.Nat?"
  perform eachpick.assign[Helper.NatPrimary]
nexteach
To alter the saving throws, I recommend also using adjustments (or if you want something more permanent you can use a condition...they are made in the same place in the editor: General --> Adjustment).

Altering the saving throw progression is far more complicated, but you can apply bonuses to your saving throw to get the desired result.

You'll need to set up a script to figure out how many class levels you have for each type of save progression. Something like this:

Code:
var refgd as number
var fortgd as number
var willgd as number
foreach pick in hero from BaseClHelp where "c?.Good"
  refgd += eachpick.field[tLevel].value
  fortgd += eachpick.field[tLevel].value
  willgd += eachpick.field[tLevel].value
nexteach
Then repeat, but replace "gd" with "pr" and "Good" with "Poor". This should give you the number of class levels your character has for each type of save progression. From there, you'll need to figure out the math so you can make the proper adjustments to the following fields:

Code:
hero.child[vRef].field[Bonus].value
hero.child[vFort].field[Bonus].value
hero.child[vWill].field[Bonus].value
Note that I haven't tried out this code yet, so I'm not sure what the timing needs to be. You might have to play around with it, but Post-Levels seems like a logical starting point.

Alternatively, you can do the math manually, and use the Saving Throw Adjustments to change your saves until they are correct.
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