Member
Join Date: Jan 2007
Posts: 48
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I haven't tried this in the class editor, but I'm wondering how easy it would be to implement monster classes (as first shown in Savage Species). I think the biggest hurdle would be what kind of eval script I would need to not give a hit die at various levels.
Thanks. |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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At 11:38 PM 5/7/2007, you wrote:
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#2 |
Senior Member
Join Date: Jul 2007
Location: Syracuse, NY (USA)
Posts: 213
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Has anything changed here? Has there been an update that would allow for the creation of monster classes?
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#3 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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> Has anything changed here? Has there been an update that would allow for
> the creation of monster classes? Unfortunately, this hasn't been added yet. It's absolutely on the todo list and it's percolating upwards on that list as each new update takes things off the top. We'd love to do it, but there are a zillion things people want and only a limited number of hours in each day. Our priorities are largely driven by the number of people asking for a given feature, and this is one that is requested less often than a bunch of other features (and more than some as well). Hang in there and we'll be getting to it. |
#4 |
Junior Member
Join Date: Jul 2007
Posts: 21
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If the priorities on your "to do" list are based on the number of requests for a particualr function, then I'd like to place my vote for monster classes.
I have a cleric who recently became a vampire spawn, and I for the life of me can't figure out how to do the how monster level thing in Hero Lab. Thank you. |
#5 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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> I have a cleric who recently became a vampire spawn, and I for the life of
> me can't figure out how to do the how monster level thing in Hero Lab. According to the SRD, the Vampire Spawn does NOT possess a template - only the Vampire does. Consequently, we'd just be taking a wild guess if we implemented a Vampire Spawn template. Your DM needs to tell you exactly how the Vampire Spawn will work in his/her game as a template. Armed with that info, you can create the Vampire Spawn easily via the Editor. Simply copy the existing Vampire template (under the Race tab) and use it as the basis for the spawn. Then make the necessary adjustments in accordance with the decisions set forth by the DM. Hope this helps.... |
#6 |
Junior Member
Join Date: Jul 2007
Posts: 21
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I wasn't planning on using a template. I am looking to use the monster class progression as outlined in Libris Mortis and Savage species. Basically, each level of Vampire gives you certain abilities, base attack mod, saves, etc., just like a regular class. This is used instead of a template and level adjustments.
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#7 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
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pazuzu wrote:
> > > I wasn't planning on using a template. I am looking to use the monster > class progression as outlined in Libris Mortis and Savage species. > Basically, each level of Vampire gives you certain abilities, base > attack mod, saves, etc., just like a regular class. This is used instead > of a template and level adjustments. Ah, so there's a Vampire Spawn monster class in Libris Mortis / Savage Species? Unfortunately, we can't legally include that material in the d20 data files, since we don't have a license from wizards (under the d20 license, we can only include certain material from the SRD). However, we are going to be adding support for 'monster classes' in the future, so you'll be able to use the editor to add the Vampire Spawn monster class yourself. Thanks, -- Colen McAlister (colen@wolflair.com) Chief Engineer, Lone Wolf Development http://www.wolflair.com/ |
#8 |
Junior Member
Join Date: Jul 2007
Posts: 21
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Thank you. I appreciate you taking the time to respond to my questions. I'm not expecting you guys to actually put in all the stuff for source books. I'm just trying to figure out how to do it myself with my books. As a knuckle dragger, a lot of this programming stuff is pretty difficult for me.
Can you give us a ballpark estimate on when monster classes will become usable? Also, is there a Hero Lab scripting for dummies document out there? All these tags, rules, bootstraps, etc., etc., descibed in the help tab really make my head hurt. I get lost too quick. Thanks for your support. |
#9 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
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pazuzu wrote:
> Can you give us a ballpark estimate on when monster classes will become > usable? Our intent is that they get implemented in the next couple of months. > Also, is there a Hero Lab scripting for dummies document out > there? All these tags, rules, bootstraps, etc., etc., descibed in the > help tab really make my head hurt. I get lost too quick. The d20 editor manual should answer some of these questions. Having an specific introductory guide to scripting is a great idea - I'll add it to the to do list. Thanks! -- Colen McAlister (colen@wolflair.com) Chief Engineer, Lone Wolf Development http://www.wolflair.com/ |
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