Junior Member
Join Date: Jul 2014
Posts: 6
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Ok,
SO, I've added the archetype easily enough. I can even get an animal companion (after a sorts) by bootstrapping one onto the archetype. What I can't figure out is adding appropriate bonuses. I've tried several things. Right now I'm trying the following to add hero proficiency bonus to AC... And it just isn't working for me. Not popping any syntax errors, the bonus just isn't being applied. This is the eval script I've got running Post-Attributes 5000 (no clue on timing...) Code:
if (herofield[tCompLevel].value >= 1) then minion.child[ArmorClass].field[BonSacred].value += 2 else if (herofield[tCompLevel].value >=5) then minion.child[ArmorClass].field[BonSacred].value += 3 else if (herofield[tCompLevel].value >=9) then minion.child[ArmorClass].field[BonSacred].value += 4 else if (herofield[tCompLevel].value >=13) then minion.child[ArmorClass].field[BonSacred].value += 5 else if (herofield[tCompLevel].value >=17) then minion.child[ArmorClass].field[BonSacred].value += 6 endif endif endif endif endif Any thoughts/clues on how I might pursue this farther? So far other things like subraces have been very easy to add. I'll plagiarize heavily from the Feats thread. Spells should be quite easy as well. I feel the beastmaster might be the most difficult addition based on what I'm seeing so far. Last edited by happywanderer; January 31st, 2016 at 10:25 AM. |
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Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Based on how it looks like the scripting logic is built off of Pathfinders more advanced logic. You don't need to do all those 'if' statements. For more examples see THIS post.
But basically you bootstrap the same class ability multiple times to the Class Helper and then trust in the Helper tags to know when this specific instance of the special becomes live. So in your case you would bootstrap at levels 1, 5, 9, 13, and 17. In addition abValue is your friend and you ALWAYS want to be using it to set the bonus/value. This is because you want to allow outside Things to be able to make changes to your scripts. Post-Levels/10000 Code:
~ Set the list name field[listname].text = field[thingname].text & " " & signed(field[xIndex].value) ~ If we're not shown, just get out now doneif (tagis[Helper.ShowSpec] <> 1) ~ if we've been disabled, get out now doneif (tagis[Helper.SpcDisable] <> 0) field[abValue].value += field[xCount].value field[livename].text = field[thingname].text & " " & signed(field[abValue].value) ~ The following should only happen once on the first copy doneif (tagis[Helper.FirstCopy] = 0) ~ Give minion a stacking Sacred Bonus to AC minion.child[ArmorClass].field[BonSacred].value += field[abValue].value Please note your logic of adding to BonSacred is going to be stacking multiple Sacred bonus types. Is that right for 5e? I have to assume they are using a rule where Same bonuses don't stack. If so you want to get familiar with #applybonus[] macro to prevent the Sacred bonus type from stacking. Code:
#applybonus[BonSacred, minion.child[ArmorClass], 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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