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AndrewD2
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Location: Muskegon, MI
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Old April 16th, 2012, 02:01 PM
Ok some slight changes to the code so I figured I'd put those up. Its supposed to be an alternate racial ability and previously I was creating a racial ability and bootstrapping it into the alternate, now I've just got it all in the alternate. As my testing for the size change doesn't seem to be doing anything I've moved on to adding flight with 5 or more HD. It compiles fine, but the flight doesn't show up.

Code:
  <thing id="raRPTriAnc" name="Trixie Ancestry" description="Some gnomes have a spiritual or hereditary bond with an ancient relative that was transformed into the combination of a gnome and a pixie. As a full-round action, they can become Diminutive. They gain a +4 size bonus to their Dexterity, and –6 penalty to their Strength, a +3 size bonus to attack rolls and armor class, a +4 size bonus to the Fly skill, a +6 size bonus to Stealth and a -3 size penalty to both CMB and CMD. Their gear is also changed appropriately for the character’s new stature. If they possess at least 5 Hit Dice they gain thin, transparent wings that allow them to fly at a speed of 30 with perfect maneuverability, their gear is transformed to allow for and accommodate their wings, and they also gain Fly as a class skill. This racial trait replaces the\ngnomish magic racial trait." compset="AltRaceTrt" summary="can become Diminutive" uniqueness="unique">
    <fieldval field="actName" value="Trixie Transformation"/>
    <usesource source="bPF101_ART"/>
    <tag group="AllowRCust" tag="rGnome"/>
    <tag group="RaReplace" tag="raGnIllus"/>
    <tag group="RaReplace" tag="raGnDance"/>
    <tag group="RaReplace" tag="raGnGhost"/>
    <tag group="RaReplace" tag="raGnSpeak"/>
    <tag group="RaReplace" tag="raGnPrest"/>
    <tag group="User" tag="Activation"/>
    <tag group="ProductId" tag="PIdRitePub"/>
    <tag group="Custom" tag="Abil12"/>
    <bootstrap thing="xFly">
      <containerreq phase="First" priority="1000">hero#Custom.Abil12</containerreq>
      <autotag group="Value" tag="30"/>
      <autotag group="Maneuver" tag="Perfect"/>
      </bootstrap>
    <eval phase="First" priority="1000">doneif (field[abilActive].value = 0)

hero.child[aDEX].field[Bonus].value += 4
hero.child[aSTR].field[Penalty].value -= 6
 
~we want to decrease our size by -2
      var sizemod as number
      sizemod = -2
      call SizeChange</eval>
    <eval phase="UserPostLv" priority="1000" index="2"><![CDATA[if (#totallevelcount[] > 4) then
    perform hero.assign[Custom.Abil12] 
endif]]></eval>
    </thing>
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Aaron
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Old April 16th, 2012, 02:46 PM
Your Bootstrap condition is running at First 1000 looking for the Custom.Abil12 tag. However that tag isn't being assigned until UserPostLv 1000, which is much later than that. Assign the tag before First 1000 and the Fly special should show up.
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ShadowChemosh
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Old April 16th, 2012, 02:52 PM
Quote:
Originally Posted by AndrewD2 View Post
As my testing for the size change doesn't seem to be doing anything I've moved on to adding flight with 5 or more HD. It compiles fine, but the flight doesn't show up.
This one is a little easier to figure out. Your script does not put the Custom.Abil12 tag on the hero until Post Level but the Container Script is looking for it to be there at first 1,000.

Though honestly this is the super hard way to do it. Much easier to not try and use bootstraps with Value.? tags as xFly is bootstrapped to all characters anyway. This works because xFly, xClimb, etc don't show themselves unless they have a value greater than zero.

So do this:
Code:
~ Post Level 10,000
if (#totallevelcount[] > 4) then
    ~ Give speed of 30
    #value[xFly] += 30
    ~ assign the Perfect Maneuver tag to Fly
    perform hero.child[xFly].assign[Maneuver.Perfect]
endif

Pathfinder Community Created Resources:
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Hero Lab Help - Video Tutorials and Hero Lab FAQ
Created by the community for the community
ShadowChemosh is offline   #13 Reply With Quote
AndrewD2
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Old April 16th, 2012, 03:08 PM
Thanks. That works great. And I added: doneif (field[abilActive].value = 0) to the beginning to it turns on and off with the ability.
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ShadowChemosh
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Old April 16th, 2012, 04:11 PM
Quote:
Originally Posted by AndrewD2 View Post
Well I just tried with padded armor, which weighs 5 lbs as small, and should only weigh 1lb as diminutive, and it stayed 5lbs when I clicked the box to change size.
So there does seem to be an issue. I just tried this out in my CORE data set and used the "Monstrous Physique II (Tiny)" spell mod for testing. And while everything is changing size the weight of armor and weapons are NOT changing.

So medium Padded Armor was staying 10 lbs even when shrunk down to size tiny.

I am not sure if the Procedure needs some additional code or if the Background/Skeletal scripts need to be changed/fixed to take into account weight changes when they item changes on the fly.

Pathfinder Community Created Resources:
Data Package Repositories - d20pfsrd and Community HL Server Setup
Hero Lab Help - Video Tutorials and Hero Lab FAQ
Created by the community for the community
ShadowChemosh is offline   #15 Reply With Quote
Aaron
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Old April 16th, 2012, 06:15 PM
Please report this in the bug thread then and I will take a look in the runup to the next release.
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ShadowChemosh
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Old April 16th, 2012, 06:38 PM
Quote:
Originally Posted by Aaron View Post
Please report this in the bug thread then and I will take a look in the runup to the next release.
Roger roger!

Pathfinder Community Created Resources:
Data Package Repositories - d20pfsrd and Community HL Server Setup
Hero Lab Help - Video Tutorials and Hero Lab FAQ
Created by the community for the community
ShadowChemosh is offline   #17 Reply With Quote
tkarn
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Old April 16th, 2012, 09:39 PM
Hey, you are advancing my RiP files? Maybe we can work together to get better and faster HL files for Rite Publishing?
tkarn is offline   #18 Reply With Quote
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