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Join Date: Mar 2007
Location: Muskegon, MI
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Since I figure there will be a few questions while I'm trying to finish this up I'm just going to start a general thread for it.
I'm working on entering the Stonewarden Paragon class from In the Company of Gargoyles. One of the things I thought would be simple would be a copy of the fleet feat that only affected flying. After scouring the forums for instances of xFly every idea I could come up with didn't work. So that is the first thing I'm working on is making a version of Fleet that only affects fly. There is also an ability that grants Acid Resistance the becomes Acid Immunity if your level > 10. There are selectable abilities like Rogue Talents. One grants an additional set of claws as a secondary attack instead of primary (I got that figured out) but there is another that allows you to select one of the additional sets of claws and turn it into a primary attack (which I haven't figured out). I'm sure I'll have more questions later, but as it is approaching 2:30AM for me, I really should sleep. Thank you in advance for any help you can give. Andrew |
#1 |
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Join Date: Mar 2007
Location: Muskegon, MI
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Well I figured out the Fleet feet. I just copied it and used the #value[xFly] += 5 in the area where the assignment originally was.
I'm currently working on a Burrow speed that is supposed to be equal to half the fly speed and got the ability setup and have xBurrow bootstrapped. I try to use: #value[xBurrow] = (hero.child[xFly].field[Value].value)/2 to assign the value but I get an error of: Hero Lab was forced to stop compilation after the following errors were detected: Syntax error in 'eval' script for Thing 'cStoBurrow' (Eval Script '#1') on line 1 -> Non-existent field 'Value' used by script I'm not exactly sure what's wrong here, I've actually copied it from a post to get the value of the fly speed. Still working on the acid resistance from earlier. |
#2 |
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It should be "field[abValue].value"
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#3 |
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Join Date: Mar 2007
Location: Muskegon, MI
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Thanks that helped a lot.
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#4 |
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Ok, the class gets natural attacks that increase by level. It starts with claws that have increasing damage. I got those to work modifying the code from the monks unarmed strike ability. At 4th and 9th levels it gains a bite and a gore (respectively).I tried modifying the code for the bite and gore, but for some reason they're still showing up as weapons before they're supposed to be available.
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#5 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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You need to add a bootstrap condition to limit the attack from adding until you reach the correct level. Can you think of any classes that gain some specific feat at a level higher than 1? That might be a good place to investigate.
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#6 |
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Just to add to what Aaron is saying, as one may not trust what a person with only 3 posts has to say , but you may wish to look at the rangers "Class Special" named "Endurance (bonus feat)" to see how the Bootstrap condition looks like.
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#7 |
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Hmm, well I used count:Classes.GargParag >= 9 & !AbReplace.cStoGore and now while the attacks don't appear when they're not supposed to ... they don't appear at all.
Also, none of the natural attacks appear to be having the Str Mod added to damage. Edit: It does properly show up in the specials tab though, just not under weapons (along with the aforementioned missing STR mod). Edit 2: I've also done it without the !AbReplace string attached with the same effect. Last edited by AndrewD2; October 15th, 2011 at 05:45 PM. |
#8 |
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Join Date: Mar 2007
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Ok, so here's the code I'm currently trying.
Code:
if (field[xIndex].value <= 1) then field[listname].text = "Claws 1d4" elseif (field[xIndex].value = 2) then field[listname].text = "Claws 1d6" elseif (field[xIndex].value = 3) then field[listname].text = "Claws 1d8" elseif (field[xIndex].value = 4) then field[listname].text = "Claws 2d6" elseif (field[xIndex].value = 5) then field[listname].text = "Claws 2d8" else field[listname].text = "Claws 4d6" endif ~only perform the rest on the first copy doneif (tagis[Helper.FirstCopy] = 0) ~ Get our Claws pick, delete the damage tag from it, and assign ~ a new damage tag. var dice as string perform hero.child[wClaw].delete[wMain.?] if (field[xAllLev].value < 4) then perform hero.child[wClaw].assign[wMain.1d4_4] dice = "1d4" elseif (field[xAllLev].value < 8) then perform hero.child[wClaw].assign[wMain.1d6_5] dice = "1d6" elseif (field[xAllLev].value < 12) then perform hero.child[wClaw].assign[wMain.1d8_6] dice = "1d8" elseif (field[xAllLev].value < 16) then perform hero.child[wClaw].assign[wMain.2d6_104] dice = "2d6" elseif (field[xAllLev].value < 20) then perform hero.child[wClaw].assign[wMain.2d8_204] dice = "2d8" else perform hero.child[wClaw].assign[wMain.4d6_106] dice = "4d6" endif field[livename].text = field[name].text & " (" & dice & ")" At level 10 the damage should be 1d8 which the attached picture shows that the label is updated, but not actually the damage. So while I've gotten the damage to finally show up, its not properly scaling ... and there is supposed to be both a bite and a gore attack in there that are not showing up. |
#9 |
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Location: Muskegon, MI
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Any ideas, I'm really starting to pull my hair out on this one.
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#10 |
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