Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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Hi,
I'm either suffering a brain melt down or I just can't grasp this at the moment. I have a randomly determined set of qualities which i'd like to bootstrap and add to a Skeleton template via an activated Racial Custom Special here's an example "Missing one arm. The skeleton only gets one claw attack or weapon attack and can't use two-handed weapons." So I've created the template, Custom Special got it to show on the specials tab after reactivating the special ability, which the skeleton template deactivates by default. Now i'm trying to delete the Claws x 2 and just have a Claw attack, next i'll need to make two handed weapons invalid, but i'm concentrating on deleting one claw attack first. Here's the script on the Template First 100 Code:
~find the copy of missing one arm added by our decrepit skeleton template renable and show it var searchexpr as string searchexpr = "SpecSource.tmB0MFSSkD & thingid.xB0DMFSBoS" perform hero.findchild[Ability,searchexpr].delete[Helper.SpcDisable] perform hero.findchild[Ability,searchexpr].assign[Helper.ShowSpec] Final Phase 50000 Code:
~ If we're not enabled, get out now doneif (field[abilActive].value = 0) ~ We only get one claw attack. perform hero.findchild[BaseNatWep,"IsWeapon.wClaw"].assign[Helper.NatPrimary] perform hero.findchild[BaseNatWep,"IsWeapon.wClaw"].delete[Target2.wClaw] Screenshot should be attached Any thoughts Dormio Forte Somnio Community Created Resources : Data Package Repositories : d20pfsrd Custom Character Sheets Community Server Setup (Packs) Hero Lab Help- Video Tutorials and Pathfinder FAQ Created by the community for the community
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#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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I believe skeletons have their claws set up to have a number of attacks = the hero's number of hands. Look through the hero fields, and use the filter to find "hand" - you should be able to subtract from that, which will reduce the number of claws, and keep the skeleton from using two-handed weapons.
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#2 |
Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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I've ploughed through this problem and got the activation / script to work.
Finished Code for Reference. (There are other scripts that run on the main bootstraps) First 100 Code:
~ If we're not enabled, get out now doneif (field[abilActive].value = 0) ~ We only get one claw attack. perform hero.findchild[BaseNatWep,"IsWeapon.wClaw"].delete[Helper.RaceHands] "Missing one or both legs." It takes a - 4 penalty to Dexterity and its speed is reduced to 5 feet. It cannot take a 5-foot step. I've coded the Dexterity penalty and it works as expected but I can't figure out how to set the speed to 5, I can modify the speed with penalty and bonuses but it doesn't set the speed to 5 only. For example Code:
~ Add a +10 foot Enhancement Bonus to our speed hero.child[Speed].field[BonEnhance].value = maximum(hero.child[Speed].field[BonEnhance].value, 10) Script i'm currently testing, First 100 Code:
~and we reduce our speed to 5 feet hero.child[Speed].field[tSpeed].value += field[tSpeed].value Attempt to access field 'tSpeed' that does not exist for thing 'rcB0DMFSOL' Also tried Code:
~and we reduce our speed to 5 feet hero.child[Speed].field[aNormForce].value = 5 Attempt to access field 'aNormForce' that does not exist for thing 'Speed' I've also looked at the feat "Fleet" for ideas. Any thoughts? Thanks in advance. Dormio Forte Somnio Community Created Resources : Data Package Repositories : d20pfsrd Custom Character Sheets Community Server Setup (Packs) Hero Lab Help- Video Tutorials and Pathfinder FAQ Created by the community for the community
Last edited by bodrin; December 23rd, 2015 at 11:20 AM. |
#3 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Maybe set the focus to any race currently on the hero, and set the rSpeed field to 5, very early. Like First 500 or so.
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#4 |
Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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Done and Done!!
Working Scripts for reference. Script 1 Apply a -4 penalty to Dexterity when activated. First 100 Code:
~ If we're not enabled, get out now doneif (field[abilActive].value = 0) ~ We apply a -4 penalty to dexterity hero.child[aDEX].field[Penalty].value = hero.child[aDEX].field[Penalty].value - 4 Reduce our speed to 5 feet when activated. First 100 Code:
~ If we're not enabled, get out now doneif (field[abilActive].value = 0) ~set our focus to the hero's base race perform hero.findchild[BaseRace].setfocus doneif (state.isfocus = 0) ~ then set the speed to 5 focus.field[rSpeed].value =5 Thanks to everyone that's helped with suggestions. Dormio Forte Somnio Community Created Resources : Data Package Repositories : d20pfsrd Custom Character Sheets Community Server Setup (Packs) Hero Lab Help- Video Tutorials and Pathfinder FAQ Created by the community for the community
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#5 |
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