Senior Member
Join Date: Mar 2011
Location: USA
Posts: 383
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A question about improvised weapons. Some of the creatures from RotRL seem to use improvised weapons. What is the best way to give the penalty to hit with the weapon?
I have also started adding all the creatures and items from RotRL to a separate .user file so I can share that when I am done making it. I am also trying to use the tactical console to manage encounters. Is there a guide to using it? |
#11 |
Senior Member
Join Date: Mar 2013
Location: Melbourne, Australia
Posts: 1,107
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Code:
var index as number index = field[cClsIndex].value hero.child[kJump].field[kInnate].arrayvalue[index] += 4 I've got Phase "First" and 100 or 5000. (I don't know why I have different priority used) Current RPG's: Pathfinder (GM), Pathfinder (Player), Gamma World (GM, Pathfinder homebrew). HeroLab: 3.5 & Pathfinder. HL User Files for PF: Greyhawk Setting, Gamma World (WIP). DM and player of D&D since 1980. |
#12 |
Senior Member
Join Date: Mar 2011
Location: USA
Posts: 383
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Thanks Dami. When I switched the timing to "First" from "Pre-User" where I normally do thing it works.
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#13 |
Senior Member
Join Date: Mar 2011
Location: USA
Posts: 383
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When creating the giant gecko for RotRL it has an ability called Expert Climber(EX). The ability is basically a permanent spider climb to the creature. Should I add that to the skill check or not? It already has a racial adjustment for climb and balance and the description for expert climber says it stacks. It basically allows them to take 10 on climb checks.
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#14 |
Senior Member
Join Date: Mar 2011
Location: USA
Posts: 383
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I took a look at copper dragon as it has the same ablity of non magical spider climb. It doesn't have the numbers added to the skill so I will leave it the same was.
I am having trouble with the editor for some of the creatures I am inputting. On some of them using the Base attack bonus area I can affect the attack bonuses for natural attack and sometimes it doesn't do anything. It doesn't even seem to change the BaB area in HeroLab when I pull the creature up. I have the same problem with the Fort, Reflex, and will save bonus area. For some creatures it works for some it doesn't. Any ideas why that is happening? Is there a better way to do it? |
#15 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
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#16 |
Senior Member
Join Date: Mar 2011
Location: USA
Posts: 383
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Yeah makes sense. I think I fixed it.
I seem to need to add a source called Book of Fiends as some feats and classes for creatures are used in the adventure path. I think I should have the source in its own subscection but I am not sure how to do that. something like this Code:
Green Ronin Publishing Book of Fiends Last edited by Provos; December 24th, 2020 at 09:32 PM. |
#17 |
Senior Member
Join Date: Mar 2011
Location: USA
Posts: 383
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OK figured out the source thing. didn't realize I need to edit the Custom-Sources.1st file. I also figured you need to reload the game system to see the changes. *facepalm*
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#18 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
You do need to re-load when you create new things and new sources, though. |
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#19 |
Senior Member
Join Date: Mar 2011
Location: USA
Posts: 383
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I did the smart thing and made a duplicate of the game system before I started doing all my changes just to make sure I don't lose anything if there is an update. =)
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#20 |
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