Junior Member
Join Date: Nov 2015
Posts: 16
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It has been a long time idea of mine to write up a Dragonborn race into 3.5 that's more like the 5e Dragonborn rather then the 3.5e "Dragonborn of Bahamat" template. Full ability to pick your color type and all. That has proven to be beyond my abilities to code. I'm a super beginner. Has anyone does this by chance? I'm essentially looking for the 5e to be put into 3.5 at the minimum. I should be able to tweak it myself. Any Challenge takers? Thanks!
Only had a handful of posts, obligatory....I hope this wasn't in the wrong place and I don't see it anywhere else. Help appreciated! Last edited by Benevalent; April 28th, 2018 at 08:37 AM. |
#1 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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I would use a feat to choose your color type. That would be the easiest.
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#2 |
Junior Member
Join Date: Nov 2015
Posts: 16
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Thanks for responding Sendric, i've seen you around.
So I first am trying to go at this by cannibalizing the "Dragonborn of Bahamut" selection of "heart,mind, or wings" and instead make it the colors of the dragons. I don't know much so this is educated cause and effect testing. Creating multiple special things of xDrAs"Red" ("blue, green, etc") and in the evalscripts of the original Dragon aspect feat that links to these, I replace "heart, mind, wings" with if/elseif statements of the value of the special thing selection (xDrAsRed, blue etc). Now a breath weapon special is already created for the Bahamut Db but its only in a line and untyped. Is it easier to duplicate the breath weapon and have 10 different versions that do a different type and shape breath or learn to create a variable in the single breath weapon special for each type? As i read this back to myself i feel I'm way in over my head and not sure if I'm making sense or taking the longest hardest route. |
#3 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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You only need one breath weapon special that is customizable, and one already exists in the community set. You might even be able to pull and push tags from the selected color to the breath weapon but I need to look into that, probably tomorrow.
What else would be affected by the color choice? |
#4 |
Junior Member
Join Date: Nov 2015
Posts: 16
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Shape of the breath, cone and line. And damage types, Fire, Cold, Acid, lightning, poison. Wow thanks for the help.
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#5 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
So, assuming you want to use a DC in line with a typical 3.5 breath weapon, you can bootstrap xBreathWea to your race, and then use a script to modify it based on your color selection. Here's how I would probably handle that. When you create each color as a special, assign a number to the fields Value (damage type) and Value2 (shape). You can assign field values by clicking on the "Fields" button in the upper right of the editor below "Summary Text". For example, when you create the special "Black", you would assign Value=1 and Value2=1. You then create a script in the feat to use those values and assign the appropriate information to the breath weapon. Something like this: Code:
~ If we haven't chosen anything, get out now doneif (field[fChosen].ischosen = 0) ~ Set our livename equal to actual name hero.childfound[xBreathWea].field[livename].text = hero.childfound[xBreathWea].field[name].text ~ add damage amount, type and shape to livename if (field[fChosen].chosen.field[Value].value = 1) then hero.childfound[xBreathWea].field[livename].text &= ", 2d6 acid" elseif (field[fChosen].chosen.field[Value].value = 2) then hero.childfound[xBreathWea].field[livename].text &= ", 2d6 lightning" etc... endif if (field[fChosen].chosen.field[Value].value2 = 1) then hero.childfound[xBreathWea].field[livename].text &= ", 30' line" elseif (field[fChosen].chosen.field[Value].value2 = 2) then hero.childfound[xBreathWea].field[livename].text &= ", 15' cone" endif Code:
var dmg as string if (herofield[tHitDice].value >= 16) then dmg = "5d6" elseif (herofield[tHitDice].value >= 11) then dmg = "4d6" etc... endif Code:
if (field[fChosen].chosen.field[Value].value = 1) then hero.childfound[xBreathWea].field[livename].text &= ", " & dmg & " acid" elseif (field[fChosen].chosen.field[Value].value = 2) then hero.childfound[xBreathWea].field[livename].text &= ", " & dmg & " lightning" etc... endif Note that I haven't tested this, so if you run into any trouble let me know, and I'd be happy to take a look at it. Easier if you can post the user file here so I don't have to re-create anything. |
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#6 |
Junior Member
Join Date: Nov 2015
Posts: 16
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It seems to be having an issue compiling the first field in this code claiming syntax error. File attached. I made the special xBreath so i can keep xBreathwea for future use.
HTML Code:
if (field[fChosen].chosen.field[Value].value2 = 1) then hero.childfound[xBreathWea].field[livename].text &= ", 30' line" elseif (field[fChosen].chosen.field[Value].value2 = 2) then hero.childfound[xBreathWea].field[livename].text &= ", 15' cone" endif |
#7 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
Code:
if (field[fChosen].chosen.field[Value2].value = 1) then hero.childfound[xBreathWea].field[livename].text &= ", 30' line" elseif (field[fChosen].chosen.field[Value2].value = 2) then hero.childfound[xBreathWea].field[livename].text &= ", 15' cone" endif Last edited by Sendric; April 30th, 2018 at 09:21 AM. |
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#8 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Try this
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#9 |
Junior Member
Join Date: Nov 2015
Posts: 16
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Wow I messed that up.
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#10 |
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