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furby076
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Join Date: Oct 2010
Posts: 74

Old April 21st, 2013, 12:45 PM
Hi All,

Trying to make a blindsight template where the characters gets blindsight of 5 ft plus 5 ft per hd and/or level

Any suggestions?

This is what I tried.
Created Template (set to inherited and acquired)
Racial Special Abilities = rBlindSi
with the following condition
~ Set up Blindsight range
var blindrange as number

if (herofield[tHitDice].value = 1) then
blindrange = 5
elseif (herofield[tHitDice].value = 2) then
blindrange = 10
elseif (herofield[tHitDice].value = 3) then
blindrange = 15
elseif (herofield[tHitDice].value = 4) then
blindrange = 15

endif

I would prefer a statement that would be BlindRange = 5 + tHitDice*5 and well, obviously it work

Last edited by furby076; April 21st, 2013 at 02:46 PM.
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ShadowChemosh
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Location: Chicago, IL (USA)
Posts: 10,729

Old April 21st, 2013, 03:03 PM
Seems like you have the basic idea down. Have you looked at anything else that gives blindsense? Blindsense is a Racial Special so you will need to bootstrap it onto the template. This way when you apply the template the Blindsense Racial Special comes along.

Then the script would look like the following and as your going after Hit Dice you have to be At least "Post-Levels/100". So I would go Post-Levels/10000
Code:
~ Set the total blindsense range of 5 times the hit dice
~ into a local variable.
field[abValue].value += herofield[tHitDice].value * 5
~ Add our local variable total into the Blindsense ability.
#value[rBlindsen] += field[abValue].value

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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furby076
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Join Date: Oct 2010
Posts: 74

Old April 21st, 2013, 03:14 PM
So I have boostrap: rBlindSi in the template. I added the above script as a condition. Selected Post Levels 10000
Got the following error:
Syntax error in boostrap #1 condition tag expression for Thing 'rCity_blnd'
Invalid tag template specified: 'field[abValue].value

I also changed rBlindsen to rBlindsi since I am using that.

Also, the code is hitdice * 5. So would I just add + 5 after the *5? So it would be.

field[abValue.value += herofield[tHitDice.value*5 + 5 ?

EDIT: Yes I have been looking for other areas where abilities are given per level. Just having a hard time find it. I thought paladin would have been the jackpot, but surprisingly it's not.
Thank you

Last edited by furby076; April 21st, 2013 at 03:22 PM.
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ShadowChemosh
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Old April 21st, 2013, 03:38 PM
Quote:
Originally Posted by furby076 View Post
So I have boostrap: rBlindSi in the template. I added the above script as a condition. Selected Post Levels 10000
Its not a conditional bootstrap we want Blindsense all the time. Plus the exact id needs to be used of "rBlindsen" as that is the blindsense ability in HL.

Quote:
Originally Posted by furby076 View Post
Got the following error:
Syntax error in boostrap #1 condition tag expression for Thing 'rCity_blnd'
Invalid tag template specified: 'field[abValue].value
Take out the Conditional bootstrap stuff. The script I gave goes on the Template under "Eval Scripts". You bootstrap the ability "rBlindsen" directly to the Template.

Quote:
Originally Posted by furby076 View Post
I also changed rBlindsen to rBlindsi since I am using that.
Don't change it use the one built into HL. If you made up your own with special text that is fine to leave but we have to have "rBlindsen" attached to the template.

Quote:
Originally Posted by furby076 View Post
Also, the code is hitdice * 5. So would I just add + 5 after the *5? So it would be.

field[abValue.value += herofield[tHitDice.value*5 + 5 ?
The script I gave was 100% complete no changes needed.
field[abValue].value += herofield[tHitDice].value * 5
This says take the Hit Dice and Multiple by Five and then add that to the abValue local variable to hold the total. So at one hit dice we have a value of 5, at two hit dice we have a value of 10, at three hit dice we have a value of 15 etc...

#value[rBlindsen] += field[abValue].value
This says to take the value we calculated in the above abValue and ADD to any existing value that Blindense has and total it all up. So assuming we have 3 Hit Dice and no blindsense already we will have a Blindsense of 15ft.

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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Chemlak
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Join Date: Aug 2012
Posts: 432

Old April 21st, 2013, 03:45 PM
Shadow, don't know if this affects your first point, but he is trying to add Blindsight, not Blindsense, so he needs to bootstrap whatever the blindsight ability is to the template.
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furby076
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Join Date: Oct 2010
Posts: 74

Old April 21st, 2013, 03:58 PM
I changed Blind Sight to Blind sense (had blindsight as a racial ability. The ability didn't present errors, and the template is added to the character.

The Blindsense doesn't appear in specials (or any other area) of the character. For example, if I add Racial Special Abilities Blindsense with a value of 5 then that appears on specials with 5. If I remove the 5 then it goes away. So this looks like the last hurdle.

I really appreciate the time you are taking.
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