Senior Member
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ok ill look at the power level setting, and i was just wanting cover our butts, this is the first time i have worked on something like this.
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#101 |
Senior Member
Join Date: May 2007
Location: Durham, NC
Posts: 1,747
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Well, I spent the last 3 days on the Vampiric Beast Form feat. Trying to get all the beast shape forms to add the various adjustments when the user activates it. Some success, got most of it in. But an issue comes up with any level based abilities and the bootstrap condition timing.
I think I had the same issue when we had the tracker, and I just adjusted the timing on the tracker, but if I did that to the ability, then the ability wouldn't work. So ATM, the feat is 75% working and I need to leave it alone for now. My Bootstrap condition was on wRake (I have deleted that now) count:Custom.NNWCruoman >= 12 & hero#Custom.NNWVBFCat & (fieldval:abilActive <> 0) The timing will not work past First 600 and the ability is set at post levels. Anyways my brain hurts ATM. Last edited by Frodie; September 21st, 2014 at 01:07 PM. |
#102 |
Senior Member
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ok i have the blood points working on classes. would merg files but im clueless on doing that, guess i one day will have to learn if i keep help on projects. any way heres my file.
Last edited by karrel; July 2nd, 2015 at 03:53 PM. |
#103 |
Senior Member
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hey frodie, did you see the answer you got on necromancer's frorums:
Thanks for asking: 1) The cruomancy ability in the revenant template says "A revenant has a cruomancer level equal to her racial Hit Dice (if any), plus any amount gained from her class levels (if any)." So this means that revenants only increase their cruomancer level when they take a level in a class that increases cruomancer level. If the revenant happens to be a weird monster with racial hit dice, those hit dice will count towards its cruomancer level, however. 2) Most feats don't specify whether they are extraordinary, spell-like, or supernatural in nature, though you're right that it becomes somewhat more relevant with the vampire feats. As a general rule, I would say that any feat that allows you to expend blood points for an effect is probably a supernatural ability. Hope that helps! |
#104 |
Senior Member
Join Date: May 2007
Location: Durham, NC
Posts: 1,747
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Yea, I saw that, but like Shadow said, (and I agree with him), it's in three different places and each reads a little different. I say, just leave it alone. There is an adjustment I put in there, that modifies the levels as you need.
BTW - I figured out the issue on the feat. The script was looking for the wrong tag. Sometimes you just need to step away. Last edited by Frodie; September 21st, 2014 at 03:05 PM. |
#105 |
Senior Member
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yea i agree with you guys
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#106 |
Senior Member
Join Date: May 2007
Location: Durham, NC
Posts: 1,747
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I haven't merge the files yet from Karrel's last update, but I finally finished the feat I was working on. Let me know what bugs you find (I am sure there is something).
I'll merge the files Monday. That's it for tonight for me. |
#107 |
Senior Member
Join Date: May 2007
Location: Durham, NC
Posts: 1,747
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Well, I got them merged tonight. Attached is the file with both works merged.
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#108 |
Senior Member
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ok got two class abilities that just have numbers at certain levels. blood magic 1 at 3rd level and +1 at the following levels: 7,11,15, and 19th. how do i set this up script or some sort of tabs?
btw got paralyzing strike done. will post before i go home today. |
#109 |
Senior Member
Join Date: May 2007
Location: Durham, NC
Posts: 1,747
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Cool, I am still on the templates.
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#110 |
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