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Senior Member
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Join Date: Jan 2010
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Spell: Resistance
Code:
<thing id="pResistanc" name="Resistance" description="You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves." compset="InPlay"> <fieldval field="pMinimum" value="1"/> <fieldval field="pMaximum" value="1"/> <fieldval field="pDuration" value="1 minute"/> <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/> <eval phase="PreLevel" priority="10000"><![CDATA[ ~ If we're not enabled, get out now doneif (field[pIsOn].value = 0) ~ Give resistance bonus to all saves #applybonus[svResist,hero.child[svFort],field[pAdjust].value] #applybonus[svResist,hero.child[svRef],field[pAdjust].value] #applybonus[svResist,hero.child[svWill],field[pAdjust].value]]]></eval> </thing> Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
#51 |
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Join Date: Jan 2010
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Adjustment: Languages, Known
-I saw the stuff about the Headband of Int giving bonus Languages known and really we have no official word one way or another. Then noticed no adjustment for changing languages, Known was in HL so figured if one was added people could then simply add/remove the languages based on their groups preference. Not a spell, but it is an adjustment so figured it wouldn't hurt to add to this thread. Code:
<thing id="pKnownLang" name="Languages, Known" description="Add this adjustment to increase/decrease the number of languages known." compset="InPlay"> <eval phase="PreLevel" priority="4000"><![CDATA[ ~ If we're not enabled, get out now doneif (field[pIsOn].value = 0) ~add/remove to our languages known herofield[tLangsSpk].value += field[pAdjust].value]]></eval> </thing> Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
#52 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Actually, Hero.Animal means you have Animal intelligence and are eligible to take Animal tricks - this spell operates on the Animal Type - #hastype[tpAnimal]
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#53 |
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Join Date: Jan 2010
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Thanks. I updated the script and tested it.
Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
#54 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Personally, I'd say put the animal type requirement in an expr-req, but let it function for anyone - that way a GM can house rule that it will enlarge a magical beast or a vermin.
You can even use herofield[tSize].value to keep someone from applying to something that's already collosal (herofield[tSize].value = 4). |
#55 |
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Quote:
Thanks Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#56 |
Senior Member
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Join Date: Jan 2010
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Spell: Barkskin
Code:
<thing id="pBarkskin" name="Barkskin" description="Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.\n\nThe enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0." compset="InPlay"> <fieldval field="pDuration" value="10 min./level"/> <fieldval field="pMinimum" value="2"/> <fieldval field="pMaximum" value="5"/> <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/> <eval phase="PreLevel" priority="10000"><![CDATA[ ~ If we're not enabled, get out now doneif (field[pIsOn].value = 0) ~Increase our Natural AC hero.child[ArmorClass].field[tACNatural].value += field[pAdjust].value]]></eval> </thing> Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
#57 |
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Join Date: Jan 2010
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Spell: Fiery Body
Code:
<thing id="pFieryBody" name="Fiery Body" description="This spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage the fire attack would have normally inflicted. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells that affect your physiology or respiration. You take only half damage from acid or electricity. You take 150% as much damage from cold than normal.\n\nYou gain a +6 enhancement bonus to your Dexterity score and a fly speed of 40 ft. (perfect maneuverability). Your unarmed attack deals an additional 3d6 points of fire damage, and you are considered armed when making unarmed attacks. Your body burns so brightly that creatures who do not avert their gaze from you are dazzled. Fire spells you cast have their save DCs increased by +1. If you enter water, you are surrounded by a 5-foot radius of steam and bubbles that grant you concealment (50% miss chance) but you take 2d6 points of damage each round you remain in water." compset="InPlay"> <fieldval field="pDuration" value="1 minute/level"/> <fieldval field="pMinimum" value="6"/> <fieldval field="pMaximum" value="6"/> <usesource source="APG"/> <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/> <bootstrap thing="xImmBlind"> <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq> </bootstrap> <bootstrap thing="xImmAbilDm"> <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq> </bootstrap> <bootstrap thing="xImmDeaf"> <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq> </bootstrap> <bootstrap thing="xImmCrit"> <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq> </bootstrap> <bootstrap thing="xImmDis"> <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq> </bootstrap> <bootstrap thing="xImmPois"> <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq> </bootstrap> <bootstrap thing="xImmStun"> <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq> </bootstrap> <bootstrap thing="xFly"> <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq> <autotag group="Maneuver" tag="Perfect"/> </bootstrap> <eval phase="PreLevel" priority="10000"><![CDATA[ ~ If we're not enabled, get out now doneif (field[pIsOn].value = 0) ~ +6 Enhancement bonus to Dex #enhancementbonus[hero.child[aDEX], field[pAdjust].value] ~ Give Fly speed #applyvalue[xFly, 40] ~ Give info about Unarmed Strike getting +3d6 fire hero.child[wUnarmed].field[livename].text = hero.child[wUnarmed].field[thingname].text & " +3d6 Fire"]]></eval> </thing> Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
#58 |
Senior Member
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Join Date: Jan 2010
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Spell: Bestow Curse
- I separated this spell into two pieces one that does the ability score decrease and one that does the penalty to everything. Code:
<thing id="pBestoCur1" name="Bestow Curse: Ability Score" description="You place a curse on the subject. Choose one of the following.\n* -6 decrease to an ability score (minimum 1).\n* -4 penalty on attack rolls, saves, ability checks, and skill checks.\n* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.\n\nYou may also invent your own curse, but it should be no more powerful than those described above.\n\nThe curse bestowed by this spell cannot be dispelled, but it can be removed with a {i}break enchantment, limited wish, miracle, remove curse, or wish{/i} spell. {i}Bestow curse{/i} counters {i}remove curse{/i}." compset="InPlay"> <fieldval field="pDuration" value="permanent"/> <fieldval field="pMinimum" value="-6"/> <fieldval field="pMaximum" value="-6"/> <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/> <tag group="Adjustment" tag="Attribute"/> <eval phase="PreLevel" priority="10000"><![CDATA[ ~ If we're not enabled, get out now doneif (field[pIsOn].value = 0) ~if nothing's been chosen, get out now doneif (field[pChosen].ischosen = 0) ~ apply a -6 penalty to an ability score field[pChosen].chosen.field[Penalty].value += field[pAdjust].value]]></eval> </thing> <thing id="pBestoCur2" name="Bestow Curse: Penalty" description="You place a curse on the subject. Choose one of the following.\n* -6 decrease to an ability score (minimum 1).\n* -4 penalty on attack rolls, saves, ability checks, and skill checks.\n* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.\n\nYou may also invent your own curse, but it should be no more powerful than those described above.\n\nThe curse bestowed by this spell cannot be dispelled, but it can be removed with a {i}break enchantment, limited wish, miracle, remove curse, or wish{/i} spell. {i}Bestow curse{/i} counters {i}remove curse{/i}." compset="InPlay"> <fieldval field="pDuration" value="permanent"/> <fieldval field="pMinimum" value="-4"/> <fieldval field="pMaximum" value="-4"/> <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/> <eval phase="PreLevel" priority="10000"><![CDATA[ ~ If we're not enabled, get out now doneif (field[pIsOn].value = 0) ~ Give a penalty to all attacks hero.child[Attack].field[Penalty].value += field[pAdjust].value ~ Give a penalty to saves hero.child[svFort].field[Penalty].value += field[pAdjust].value hero.child[svRef].field[Penalty].value += field[pAdjust].value hero.child[svWill].field[Penalty].value += field[pAdjust].value ~Give penalty to all skills hero.child[AllSkills].field[Penalty].value += field[pAdjust].value]]></eval> </thing> Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
#59 |
Senior Member
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Join Date: Jan 2010
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Spell: Fluid Form
Code:
<thing id="pFluidForm" name="Fluid Form" description="When you cast this spell, your body takes on a slick, oily appearance. For the duration of this spell, your form can stretch and shift with ease and becomes slightly transparent, as if you were composed of liquid. This transparency is not enough to grant concealment. You gain DR 10/slashing and your reach increases by 10 feet. In addition, you can pass through small holes or narrow openings, even mere cracks, with anything you were carrying at the time the spell was cast (except other creatures). Finally, you can move through water with a swim speed of 60 feet and can breathe both water and air for the duration of this effect. You are treated as if you had the water subtype while this spell is in effect." compset="InPlay"> <fieldval field="pDuration" value="1 minute/level"/> <usesource source="APG"/> <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/> <tag group="Helper" tag="NoIncr"/> <bootstrap thing="xSwim"></bootstrap> <bootstrap thing="xDamRdS"></bootstrap> <eval phase="PreLevel" priority="10000"><![CDATA[ ~ If we're not enabled, get out now doneif (field[pIsOn].value = 0) ~ Apply DR 10/slashing #applydr[xDamRdS, 10] ~ Give Swim speed #applyvalue[xSwim, 60]]]></eval> </thing> Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
#60 |
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