Junior Member
Join Date: Jul 2012
Posts: 14
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I'm attempting to port in the Dracha from the Arcana Evolved core book into the Pathfinder setting, but I'm having one small difficulty. I've got everything else working properly, even creating new specials to only add +1 to ability scores (Herolab defaults to +2).
The problem I'm having is that the base race starts with a glide speed of 30', which I've bootstrapped in using the raGlide tag; but as the character takes the Dracha racial class levels it gains full flight at level 2 with clumsy maneuverability, eventually progressing to perfect. I can't figure out a way to replace the raGlide tag with the xFly tag, and adjust the maneuverability. The speed stays the same, at 30' throughout. I tried creating new class abilities that would be enabled at certain levels and replace the old tag, but it seems you can't set movement speed as a class ability. Any assistance would be appreciated. Thanks. |
#1 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
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OK Based on reading this: http://arcanaevolved.wikia.com/wiki/Dracha
What I would do is create a Dracha Flight class special that bootstraps xFly with the maneuverability set to Clumsy. You'll bootstrap this ability twice to the class at levels 2 and 3, use xIndex = 1 to set the listname to Flight (Clumsy) and xIndex = 2 to set it to Flight (Average) Have a script that assigns Helper.SpcDisable and Hide.All tags to raGlide Have a script that if xCount >= 2 to replace the Maneuverability.Clumsy tag with Maneuverability.Average. You will also need a bootstrap condition on the bootstrapped fly ability to count:Classes.XXXXXXX where XXXXXXX is the Classes.? tag of the paragon class. I know I posted this a little vague, but hopefully you can figure it out. Also if you have the Heroes of the Jade Oath or In the Company of Monsters packages from Rite Publishing they have lots of paragon classes to see how some things are handled. I'm the one that wrote them all up so I'll gladly help with further questions. |
#2 |
Junior Member
Join Date: Jul 2012
Posts: 14
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Thanks, I'll see if I can muddle through; I don't have either of those data packages.
My first attempt (which showed me a flaw in the editor) was to create new racial abilities bootstrapping xFly with Clumsy, Average, Good, and the Perfect maneuverability, and had each replace the previous version with the "replaces Thing ID" field, however it replaces the glide and sets the flight maneuverability to Perfect right at the outset, at level 1. The flaw I found was that until I had added each special ability to the class, the compiler assumed that the special ability didn't exist, and wouldn't compile the game system at all (it defaulted to "safe mode"). I ended up having to delete all of the abilities and add each one individually, test it, add it to the class, test /that/, and then go on to the next one. Which is a pain in the tail..... |
#3 |
Junior Member
Join Date: Jul 2012
Posts: 14
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Well, now something is /really/ screwed up; I'm now getting about a dozen error messages..... I guess I'll have to start over at a later time.....
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#4 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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#5 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
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#6 |
Junior Member
Join Date: Jul 2012
Posts: 14
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@Mathias: that was what I tried that gave me the error of the things not existing, so I had to delete them and try again.
@Andrew, this is the error message I get when trying to add the Dracha class: Quote:
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The data file is attached if people want to look and see where I broke something. |
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#7 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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You've got an ability called "Clumsy Flight", which is a class special, and it's replacing raGlide, which is a racial ability. So that means, anywhere that it's trying to use the racial ability, what it actually gets is a class ability, and then that class ability can't find the class level of the thing it's attached to, because the thing it's attached to isn't a class - it's a race.
Then there's the weird nesting of your replacements - clumsy is replaced by average, which is replaced by good, which is replaced by perfect. Meaning that once all the replacements are processed, you only have one ability left - perfect, replacing all the others, all the time. |
#8 |
Junior Member
Join Date: Jul 2012
Posts: 14
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So, the recommended way would be to add a script that hides (or removes) the raGlide ability and adds the Flight ability, and just adjust the maneuverability based on class level? |
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#9 |
Junior Member
Join Date: Jul 2012
Posts: 14
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Ok, I've rebuilt the race and class from scratch, and everything seems to work as intended thus far. The Glide ability doesn't show up in the Special Ability window for the race, although I'm not sure if it actually does.
The Pounce ability I can just create myself, since it's just a text effect and does nothing mechanically. The Bite and Claw attacks, however, I'm not sure where to add. Do I create them as a class special ability? As a weapon? Also, my code is inefficient, I couldn't figure out how to declare a variable as a text variable to slim it down, but the main thing is that it works! |
#10 |
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