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Jobe00
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Location: Jonesboro, Arkansas
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Old November 10th, 2011, 02:59 PM
Update

I have the Dodge Bonus by using the Elusive ability from the Free Hand Fighter archetype.

I only have 2 problems.

I set the "Skill Points per Level Override" to 4, but when I apply the archetype, the character gets 5 points per level. I want 4 points per level.

What am I doing wrong?


My second problem is how to replace the Weapon Training 1, 2, 3, & 4 with...Weapon Training that applies to all weapons useable with the Weapon Finesse feat?

Last edited by Jobe00; November 10th, 2011 at 03:08 PM.
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Mathias
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Old November 10th, 2011, 03:05 PM
Is your test character Human? Is your favored class bonus set to skills?
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Jobe00
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Old November 10th, 2011, 03:52 PM
Duh! That mystery is solved.

Thank you.
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Jobe00
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Old November 10th, 2011, 04:45 PM
I figured out how to do the Rogue Talents using the "Allow Additional Class Abilities..." and "Modified Custom Ability Count."

How would I do the +1 Attack and Damage with all weapons affected by Weapon Finesse at level 5 that then increases by +1 at levels 9, 13, and 17? (Similar to Weapon Training, but more limited)

It was also pointed out to me that I misunderstood how Weapon Training works, so I need to add 3 more abilities to even the archetype out.

I've decided to go with the two rogue talents and a third ability that won't require any coding.

Last edited by Jobe00; November 10th, 2011 at 06:54 PM.
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Jobe00
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Old November 10th, 2011, 07:59 PM
Update
I have changed the Insightful Strike ability to the following:

Panache (Ex): At 5th level, the bellicose gains the ability to strike precisely with a light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain, gaining a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th (to a maximum of +4 at 17th level).
This bonus to any combat maneuver checks made with the weapons from this group as well as the bellicose's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
A bellicose cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
This ability replaces weapon training 1.

I can't find any similar ability, so I think this will have to be coded from the ground up.

I have every other ability set up and ready to go. They tested out fine.

Panache is all I have left to add.

Like the Weapon Training 1 for the Fighter, it adds +1 to Attack and Damage and CMB with all weapons affected by the Weapon Finesse feat. It also increases by 1 every 4 levels to a maximum of +4 at 17th level.
It has the limitation of only being useable while Lightly Encumbered and wearing Light Armor (or no armor).

Every other ability of the Archetype, renamed Bellicose, has been added and successfully tested.
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Jobe00
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Old November 11th, 2011, 07:54 AM
Update.

I found the Weapon Master Fighter Archetype, and their modified Weapon Training and Weapon Guard abilities are what I want for Panache.

I'm working on figuring out how to modify those scripts for the Panache ability.

Last edited by Jobe00; November 11th, 2011 at 08:00 AM.
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Jobe00
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Old November 11th, 2011, 08:18 AM
Here are the scripts. I modified the text and added the encumbrance check, but I still don't understand the scripting enough to alter it from where they affect a single chosen weapon to where they affect all the weapons affected by the Weapon Finesse feat.



field[listname].text = field[thingname].text & " +" & field[xIndex].value

~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)

~ If we're not the first copy, just get out now
doneif (tagis[Helper.FirstCopy] = 0)

field[abValue].value += field[xCount].value

field[abSumm].text = "+" & field[abValue].value & " to hit and damage with Finesse Weapons."
field[livename].text = field[thingname].text & " +" & field[abValue].value

doneif (hero.childfound[cFtrWeapCh].field[usrChosen1].ischosen = 0)

~ If we're encumbered, we're disabled
if (herofield[tEncumLev].value > 0) then
perform assign[Helper.SpcDisable]
done
endif

field[livename].text &= ": " & hero.childfound[cFtrWeapCh].field[usrChosen1].chosen.field[name].text
var searchexpr as string
searchexpr = hero.childfound[cFtrWeapCh].field[usrChosen1].chosen.tagids[IsWeapon.?,"|"]

foreach pick in hero from BaseWep where searchexpr
eachpick.field[wAttBonus].value += field[abValue].value
eachpick.field[wDamBonus].value += field[abValue].value
nexteach





field[listname].text = field[thingname].text & " +" & field[xIndex].value

~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)

~ If we're not the first copy, just get out now
doneif (tagis[Helper.FirstCopy] = 0)

field[abValue].value += field[xCount].value

field[abSumm].text = "+" & field[abValue].value & " CMD vs. Disarm and Sunder or other effects targeting Finesse Weapons."
field[livename].text = field[thingname].text & " +" & field[abValue].value

doneif (hero.childfound[cFtrWeapCh].field[usrChosen1].ischosen = 0)

~ If we're encumbered, we're disabled
if (herofield[tEncumLev].value > 0) then
perform assign[Helper.SpcDisable]
done
endif

field[livename].text &= ": " & hero.childfound[cFtrWeapCh].field[usrChosen1].chosen.field[name].text
var searchexpr as string
searchexpr = hero.childfound[cFtrWeapCh].field[usrChosen1].chosen.tagids[IsWeapon.?,"|"] & " & (Hero.MainHand | Hero.OffHand | component.BaseNatWep)"

perform hero.findchild[BaseWep,searchexpr].setfocus
doneif (state.isfocus = 0)

hero.childfound[manDisarm].field[manCMD].value += field[abValue].value
hero.childfound[manSunder].field[manCMD].value += field[abValue].value
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ShadowChemosh
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Old November 11th, 2011, 12:46 PM
This is the section of code you want to focus in on:
Code:
var searchexpr as string
searchexpr = hero.childfound[cFtrWeapCh].field[usrChosen1].chosen.tagids[IsWeapon.?,"|"]

foreach pick in hero from BaseWep where searchexpr
    eachpick.field[wAttBonus].value += field[abValue].value
    eachpick.field[wDamBonus].value += field[abValue].value
nexteach
That does a read loop through all the weapons on a character. You would want to focus in on changing the "searchexpr" to tell HL only Finesse weapons.

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Jobe00
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Old November 11th, 2011, 01:40 PM
Quote:
Originally Posted by ShadowChemosh View Post
That does a read loop through all the weapons on a character. You would want to focus in on changing the "searchexpr" to tell HL only Finesse weapons.
How do I change it from searching for a field that isn't used to just applying a +1 bonus to Attack, Damage, & CMB with Finesse Weapons?

This is the part of the scripting that I can't wrap my head around unless I have examples to work from.

I've been looking over the tutorial and while some of it almost makes sense, I can't understand how to use it to get what I want.
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Jobe00
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Posts: 150

Old November 12th, 2011, 11:37 AM
I found the Brawler fighter archetype ability Close Combatant. It's close to what I want for the Panache ability, but it's for Close Weapons. Below is my modified code, but near the bottom on both are empty quotes where I need to have the identifier for weapons affected by Weapon Finesse.

I cannot find a definitive identifier for all weapons affected by Weapon Finesse. I have looked in the tutorial, and found what might be it, but I'm not sure.

So I am asking a directly, is there an identifier for ALL weapons affected by Weapon Finesse?
If so, what is it?
If not, how would I modify this code to make it work the way I want (and affect all weapons affected by the Weapon Finesse feat)?

Code:
field[listname].text = field[thingname].text & " +" & field[xIndex].value

~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)

~ If we're not the first copy, just get out now
doneif (tagis[Helper.FirstCopy] = 0)

field[abValue].value += field[xCount].value

field[abSumm].text = "+" & field[abValue].value & " to hit and damage with Finesse Weapons."
field[livename].text = field[thingname].text & " +" & field[abValue].value

~ If we're encumbered, we're disabled
if (herofield[tEncumLev].value > 0) then
perform assign[Helper.SpcDisable]
done
endif

foreach pick in hero from BaseWep where ""
eachpick.field[wAttBonus].value += field[abValue].value
eachpick.field[wDamBonus].value += field[abValue].value
nexteach
Code:
field[listname].text = field[thingname].text & " +" & field[xIndex].value

~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)

~ If we're not the first copy, just get out now
doneif (tagis[Helper.FirstCopy] = 0)

field[abValue].value += field[xCount].value

field[abSumm].text = "+" & field[abValue].value & " to hit and damage with Finesse Weapons."
field[livename].text = field[thingname].text & " +" & field[abValue].value

~ If we're encumbered, we're disabled
if (herofield[tEncumLev].value > 0) then
perform assign[Helper.SpcDisable]
done
endif

foreach pick in hero from BaseWep where ""
eachpick.field[manDisarm].field[manCMD].value += field[abValue].value
eachpick.field[manSunder].field[manCMD].value += field[abValue].value 
nexteach
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