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Sir.Nel
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Join Date: Sep 2014
Posts: 62

Old April 25th, 2017, 01:53 PM
Hey guys it's me again feeling better than ever. My new thing is putting in Star Craft in Spelljammer/Pathfinder. Once I'm finished I will post most of my stuff out to be used by everyone. But I have a problem I'm trying to make a racial ability and I can't want doing something wrong. This is what I want the ability to do.

Due to their bloated nature, banelings are barely able to walk. Banelings has the ability to tuck into a ball and roll. Tuck and Roll acts just like a charge except for a couple difference, instead of a full round action it only takes a move action. And do not need to go into a straight line, that gives baneling the ability to go around objects in this is that a lot easier while charging. This ability also gives the baneling a better natural armor class of +4.

These are the three things I wanted to do.
*happened that the patient on the tab In Play
*double the new movement
*an added +4 to the natural armor class

I appreciate any help you can give me
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Aaron
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Join Date: Oct 2011
Posts: 6,793

Old April 25th, 2017, 03:13 PM
Oh, were you feeling ill before? Glad you're recovered!
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Aaron
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Posts: 6,793

Old April 25th, 2017, 03:16 PM
Quote:
Originally Posted by Sir.Nel View Post
These are the three things I wanted to do.
*happened that the patient on the tab In Play
I'm sorry, I don't understand this line, could you rephrase?

Quote:
Originally Posted by Sir.Nel View Post
*double the new movement
What do you mean by "the new movement"? Is this a template or something which reduces the base creature's movement?

Quote:
Originally Posted by Sir.Nel View Post
*an added +4 to the natural armor class
Look at the script on the Improved Natural Armor feat.
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Sir.Nel
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Join Date: Sep 2014
Posts: 62

Old April 25th, 2017, 04:51 PM
Thanks for the fast response Aaron and yes I am doing better. I've been working on this and looking up other abilities in this is what I came up with.in
Quote:
~ If we're disabled, do nothing
doneif (tagis[Helper.SpcDisable] <> 0)

~ If we're not enabled, get out now
doneif (field[abilActive].value = 0)

hero.child[Speed].field[tSpeed].value = 40
hero.child[ArmorClass].field[tACNatural].value += 4
hero.child[ArmorClass].field[tACArmor].value -= 2
hero.child[Attack].field[tAtkMelee].value += 2
The ability is called Tuck and Roll it similar to the ability to have on the videogame
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Aaron
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Join Date: Oct 2011
Posts: 6,793

Old April 26th, 2017, 12:10 PM
Ok, so what about that isn't working?
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TheIronGolem
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Join Date: Feb 2015
Posts: 676

Old April 26th, 2017, 01:28 PM
Something I'd like to point out here:

Code:
hero.child[Speed].field[tSpeed].value = 40
You should almost never assign numeric field values in this way, because it discards any other changes made by earlier scripts. You generally want to figure out how much of an increase/decrease you need to provide, and then add/subtract accordingly. So if your intent is to double the creature's speed, a better way would be:

Code:
hero.child[Speed].field[tSpeed].value += hero.child[Speed].field[tSpeed].value
I think you could even do "hero.child[Speed].field[tSpeed].value *= 2" which is shorter, though I'm not at my HL box to try it and I'm not 100% sure it works off the top of my head.

But the point is, if other abilities/spell effects/magic items/whatever modify the hero's speed before your script runs, you want to make sure to account for that. You might not expect an all-devouring space monster to take Monk levels, but you gotta be prepared for what happens when they do.
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Sir.Nel
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Join Date: Sep 2014
Posts: 62

Old April 26th, 2017, 01:59 PM
I finally understand the top scripted to work the one in the bottom did. thanks Him;-)

Last edited by Sir.Nel; April 26th, 2017 at 02:21 PM.
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