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Join Date: Apr 2014
Location: Abilene, TX
Posts: 104
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Quote:
Just, let me think here, basically, i have to add each individual second level Wizard power separately and tie them together based on the choice of school? an oversimplification maybe but still... Thanks for the input and i will try and figure this out. i just don't know if i'm going to so it anyway. But, you never know, i may get it to work just fine. Last edited by TaylorBland; July 13th, 2018 at 10:36 AM. |
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#21 |
Senior Member
Join Date: Apr 2014
Location: Abilene, TX
Posts: 104
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Alrighty then. i want to thank all those who have aided me in my endeavor so far. Your insights have been most helpful when it comes to some things.
as far as Feats go, i went away from them for a short time due to some complications. however, i want to try again with some simpler ones. as an example here: Jack-of-all-Trades: Requires: Minimum level 4 you add HALF of your Proficiency Bonus to all non-Proficient Skills. this is removed if Proficiency is gained, since that makes it higher in score. any help is greatly appreciated and have a great day y'all. |
#22 |
Senior Member
Join Date: May 2016
Posts: 608
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So, you're lucky, the proficiency helper tags are applied in a hierarchy, so you can just loop through all the skills and assign the Helper.ProfHalf tag to them. Any skill that you pick to be proficient or apply expertise in apply further tags later that overwrite and assign the correct proficiency level (it always picks the highest).
The script has some timing requirements: 1. It has to run post-levels 10000 2. It has to run before Calc skProfBon To handle the level requirement you'll need to add a expr-req that runs the #totallevelcount[] macro. So the script will look like this: Code:
doneif (tagis[Helper.ShowSpec] = 0) doneif (tagis[Helper.Disable] <> 0) foreach pick in hero from BaseSkill perform eachpick.assign[Helper.ProfHalf] nexteach <thing id="fXXXJackTrad" name="Jack-of-all-Trades" description="You gain half-proficiency for all skills that you are not already proficient or an expert at." compset="Feat" uniqueness="useronce"> <tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/> <eval phase="PostLevel" priority="10000"><![CDATA[~ comment doneif (tagis[Helper.ShowSpec] = 0) doneif (tagis[Helper.Disable] <> 0) foreach pick in hero from BaseSkill perform eachpick.assign[Helper.ProfHalf] nexteach]]> <before name="Calc skProfBon"/> </eval> <exprreq message="Must be 4th level or above!"><![CDATA[#totallevelcount[] >= 4]]></exprreq> </thing> |
#23 |
Senior Member
Join Date: Apr 2014
Location: Abilene, TX
Posts: 104
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Hey, thanks for all that above. it really worked and it will aid in creating more Feats.
Another question. I am implementing some technology into this campaign and was going with some techno-magical items. This includes TESLA Weapons. TESLA Weapons are technological marvels that use Batteries to give them a damage boost. now, most weapons can be created as TESLA so i think they work on a similar level as maybe a +2 Weapon in terms of script. My Question is, how do i make it to where the Damage bonus is triggered instead of static and it requires Batteries to use? i am still working on placing those in the Editor so i don't have their code yet. But any example would be great. |
#24 |
Senior Member
Join Date: May 2016
Posts: 608
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Quote:
If it's a static, on/off ability you'll want to check the abilActive value. Code:
if (field[abilActive].value = 1) then ~ if we're active then add +2 to weapon damage bonus field[wDamBonus].value += 2 endif Code:
field[wDamBonus].value += field[actUser].value |
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#25 |
Senior Member
Join Date: Apr 2014
Location: Abilene, TX
Posts: 104
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thanks for this idea. However, the Batteries are the ones with charges. there are going to be 3 distinct types: Type A only holds 5 charges, Type B holds 10, and Type C holds 15. So the Tracker won't go on the weapon itself just on the batteries right?
And another question (Damn i got so many of these f--king things), i tried making a new Deity list specific for this campaign, but each time i tried to make a new one, it wouldn't create a new pantheon, instead it just kept adding them to the Greyhawk Pantheon. how to i fix this? I thought creating a new Tag for it would work but it didn't. |
#26 |
Senior Member
Join Date: May 2016
Posts: 608
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Usually a lot of questions when you get started, everyone goes through it. Some of your questions are probably answered if you search the forums a bit, the Pathfinder forums usually have similar code that their answer will be pretty close.
As far as deities go. 1. Did you create your Pantheon header? If you didn't, do a copy and search for the word pantheon. You'll get a pantheon header like "{bmp npcclass} Greyhawk Pantheon {bmp npcclass}". Change the word Greyhawk to whatever you need it to be. Scroll down to where you created the deity category you mentioned earlier. Make sure your pantheon header has the category you created. MOST IMPORTANT, look at the Deity Category Order Group # - if you didn't change this from the default 0, you might want to choose a number, probably over 20 to avoid conflicts with the existing pantheons. 2. Do your dieties that are now in the same category as your header have the same Diety Category Order Group number? You may need to visit the deities and give them the new number. They should all have to have the same number as the header. So, three things have to match in order for deities to show up right. 1. All deities share the Deity Category tag you created under the button. 2. and share the same Deity Category Order Group number. 3. If you have a pantheon header, you have to have at least 1 god with the same tags from 1 and 2 above before the pantheon header will show up. |
#27 |
Senior Member
Join Date: Apr 2014
Location: Abilene, TX
Posts: 104
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Quote:
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#28 |
Senior Member
Join Date: Apr 2014
Location: Abilene, TX
Posts: 104
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Alrighty then. For one thing, i just want to thank all of those who have aided me thus far. i know it must be sorta frustrating that i am asking simple questions and taking away from your valuable time, but i do appreciate it dearly.
third and final thing, i am having issues with some Magic Items. I decided to go with the Pieces of Eden after all, and i tried making the Ring. It will grant a +1 bonus to AC like a Ring of Protection but it also holds 3 charges and 1 charge to cast the Arcane Shield Spell. i got most of it in, but the Spell is not showing up like other magical items do and i'm not sure where i went wrong. here is the code i have so far. maybe one of you can aid me. <thing id="irGAYRingofEden" name="Ring of Eden" description="You gain a +1 bonus to AC and saving throws while wearing this ring.\n\nThis Ring is an ancient device made with unknown technology. It actually provides not only the Armor Class bonus but can activate an Arcane Shield at Will for 1 charge. It holds 3 charges and regains 1d3 spent charges at dawn each day." compset="Ring" uniqueness="unique"> <fieldval field="trkMax" value="3"/> <usesource source="OrdoRosera"/> <tag group="Helper" tag="NeedAttune"/> <tag group="ProductId" tag="OrdoRosera"/> <tag group="ItemRarity" tag="Legendary"/> <tag group="Usage" tag="Day"/> <tag group="abAction" tag="Action"/> <bootstrap thing="sp5CLSArSh"> <autotag group="Helper" tag="ItemSpell"/> <autotag group="Usage" tag="5CUse"/> <assignval field="trkMax" value="1"/> </bootstrap> <eval phase="PreLevel" priority="5000"> doneif (field[gIsEquip].value = 0) doneif (field[gIsAttuned].value = 0) hero.child[ArmorClass].field[Bonus].value += 1 hero.child[svAll].field[Bonus].value += 1</eval> </thing> As far as the Ring issue, i have a few more magic rings that have spells and the same exact issue, so fixing one might fix the other 2. Anyway, thanks again for aid and have a wonderful day. |
#29 |
Senior Member
Join Date: May 2016
Posts: 608
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You may want to look at how the Ring of Winter is set up.
The ring itself has both tags: Usage Charges Usage Tracker and then the spells only have the tags: Helper ItemSpell ChargeUse 1 (or 2, 3, etc.) |
#30 |
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