Member
Join Date: Mar 2015
Posts: 54
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Hi,
I tried to create a new ECL5 character, with early entry into Mystic Theurge. So, I wanted to start of with one level of Domain Wizard from Unearthed Arcana. But I couldn't find it. The Sorcer/Wizard variant that gets Fighter bonus feats I found, however. So, I it not in there, or was I not looking hard enough. Also, I would need Precautious Apprentice feat. I didn't find that either. That made my wonder, if I made something wrong... Any advice? Best regards, Heinrich |
#1 |
Senior Member
Join Date: Oct 2016
Posts: 621
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Hello Heinrich
You didn't do anything wrong that I know of, those classes/feats are simply not completed. The process of adding to the database is handled by users, who volunteer their time, and in some cases is more complicated than you might think. Anyway, if you have any coding skills, you could try inputting them yourself, with Tools>Show Editor, or if you aren't that computer savvy, put in a request to Sendric, and he will add it to the list. Good luck Erin |
#2 |
Member
Join Date: Mar 2015
Posts: 54
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I had some limited success adding content, but those things strike me as rather complicated rule additions....
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#3 |
Senior Member
Join Date: Oct 2016
Posts: 621
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Yes, I would do it, but it is beyond me too
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#4 |
Member
Join Date: Mar 2015
Posts: 54
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I was also looking for a fractal BAB/saves option, like described in Pathifinder Unchained and Unearthed arcana...
Is there support for that ? |
#5 |
Senior Member
Join Date: Dec 2011
Posts: 100
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there is not really support for the Unchained rules in the d20, but it would be fairly easy to set up a condition or something to adjust the BAB and saves accordingly.
you should be able to just use tag counts. not sure on syntax, but something like Code:
var atku as number var fortu as number var fortgood as number var refu as number var refgood as number var willu as number var willgood as number foreach pick on hero where component "component.BaseClHelp" if (eachpick.tagcount[cAttack.Good] <> 0)then atku += 1 * eachpick.field[cTotalLev].value elseif (eachpick.tagcount[cAttack.Medium] <> 0) then atku += 3/4 * eachpick.field[cTotalLev].value elseif (eachpick.tagcount[cAttack.Poor] <> 0) then atku += 1/2 * eachpick.field[cTotalLev].value endif if (eachpick.tagcount[cFort.Good] <> 0) then fortu += 1/2 * eachpick.field[cTotalLev].value fortgood = 2 elseif (eachpick.tagcount[cFort.Poor] <> 0) then fortu += 1/3 * eachpick.field[cTotalLev].value endif if (eachpick.tagcount[cRef.Good] <> 0) then refu += 1/2 * eachpick.field[cTotalLev].value refgood = 2 elseif (eachpick.tagcount[cRef.Poor] <> 0) then refu += 1/3 * eachpick.field[cTotalLev].value endif if (eachpick.tagcount[cWill.Good] <> 0) then willu += 1/2 * eachpick.field[cTotalLev].value willgood = 2 elseif (eachpick.tagcount[cWill.Poor] <> 0) then willu += 1/3 * eachpick.field[cTotalLev].value endif nexteach var babtotal as number babtotal = round(atku,0,-1) var forttotal as number forttotal = round(fortu + fortgood,0,-1) var reftotal as number reftotal = round(refu + fortgood,0,-1) var willtotal as number willtotal = round(willu + fortgood,0,-1) |
#6 |
Member
Join Date: Mar 2015
Posts: 54
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I think the rules are in Unearthed Arcana for d20/D&D3.5 and in Pathfinder Unchained for Pathfinder. But they are basically the same approach to calculate BAB/Saves.
Where would I implement the code above? I only had code tied to feats or class abilities before... A checkbox in the Charakter Settings with this Option would be nice. |
#7 |
Senior Member
Join Date: Dec 2011
Posts: 100
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Ok, I found the sidebar in the Unearthed Arcana, and the fractional progression is a little different from the pathfinder unchained. I haven't had a chance to test the code so it may not work as written, but the major change is from "= 2" to "+= 2" for the good save bonuses.
As for where/how to implement it, I agree it would be nice to have it as part of the configure hero, but for testing I'd suggest using a feat or magic item you can easily add and remove to see the results. To use the numbers you will need to add code to set the base attack and base saves to match those numbers. Something like: Code:
hero.child[Attack].field[tAtkBase].value = babtotal hero.child[vFort].field[vBase].value = forttotal hero.child[vRef].field[vBase].value =reftotal hero.child[vWill].field[vBase].value =willtotal I'll try to do some testing later today. If you want to give it a go for testing I'd start with a feat or magic item. Use a special character at the start of the name such as "*test fractional progression" so it shows up at the front of the list. Then you can enter the code into the expression. If you use an item, I'd make it wearable (no slot) and add the following code at the beginning of the expression: Code:
doneif (field[gIsEquip].value = 0) |
#8 |
Senior Member
Join Date: Dec 2011
Posts: 100
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since I still have a bit of time left to play during lunch, I decided to try the code... and as expected there were errors. However, nothing major, so here is a better version to play with.
PostLevelUser/10000 Code:
var atku as number var fortu as number var refu as number var willu as number foreach pick in hero where "component.BaseClHelp" if (eachpick.tagcount[cAttack.Good] <> 0)then atku += 1 * eachpick.field[cTotalLev].value elseif (eachpick.tagcount[cAttack.Medium] <> 0) then atku += 3/4 * eachpick.field[cTotalLev].value elseif (eachpick.tagcount[cAttack.Poor] <> 0) then atku += 1/2 * eachpick.field[cTotalLev].value endif if (eachpick.tagcount[cFort.Good] <> 0) then fortu += 1/2 * eachpick.field[cTotalLev].value +2 elseif (eachpick.tagcount[cFort.Poor] <> 0) then fortu += 1/3 * eachpick.field[cTotalLev].value endif if (eachpick.tagcount[cRef.Good] <> 0) then refu += 1/2 * eachpick.field[cTotalLev].value +2 elseif (eachpick.tagcount[cRef.Poor] <> 0) then refu += 1/3 * eachpick.field[cTotalLev].value endif if (eachpick.tagcount[cWill.Good] <> 0) then willu += 1/2 * eachpick.field[cTotalLev].value +2 elseif (eachpick.tagcount[cWill.Poor] <> 0) then willu += 1/3 * eachpick.field[cTotalLev].value endif nexteach var babtotal as number babtotal = round(atku,0,-1) var forttotal as number forttotal = round(fortu,0,-1) var reftotal as number reftotal = round(refu,0,-1) var willtotal as number willtotal = round(willu,0,-1) hero.child[Attack].field[tAtkBase].value = babtotal hero.child[vFort].field[vBase].value = forttotal hero.child[vRef].field[vBase].value = reftotal hero.child[vWill].field[vBase].value = willtotal The best way would be to set up a radial button on the configure hero screen between normal progression and fractional progression however, I am unsure on how to do that (or if it is even possible from the user side). |
#9 |
Senior Member
Join Date: Jul 2010
Posts: 3,144
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You can also set this up as a condition or adjustment.
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#10 |
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