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Liber Vampyr book

Some general thoughts as I was reviewing the .user file. I hope even if I write fast that these are taken as things to help. Not taken as a insult or anything. Overall you guys have accomplished allot here and you should be very proud.

Hopefully these help you out and you will be willing to do more projects that we can add to the community. I have plans for some major re-writes of the community packages that will better support projects exactly like this.

Feats
1) When you enter the text for a feat enter all of it including the Fluff and Prerequisite.

So you had:
{b}Benefit:{/b} You gain a cruomancer level equal to 1/2 your Hit Dice, and a blood point pool with a maximum number of blood points equal to your cruomancer level. Further, you learn how to drain blood from living creatures in order to gain blood points. This functions as the Vampire's Bite feat, except that you must have a dagger or similar light weapon that deals piercing or slashing damage, and you do not count as possessing the Vampire's Bite feat for the purposes of anything that requires that feat as a prerequisite (you can still take Vampire's Bite separately).

I changed it to be:
{i}You have learned some of the secrets of blood magic.{/i}

{b}Prerequisite:{/b} Must not have a cruomancer level.

{b}Benefit:{/b} You gain a cruomancer level equal to 1/2 your Hit Dice, and a blood point pool with a maximum number of blood points equal to your cruomancer level. Further, you learn how to drain blood from living creatures in order to gain blood points. This functions as the Vampire's Bite feat, except that you must have a dagger or similar light weapon that deals piercing or slashing damage, and you do not count as possessing the Vampire's Bite feat for the purposes of anything that requires that feat as a prerequisite (you can still take Vampire's Bite separately).
So now we match the book and two the Prerequisite is listed allowing it be searched in the Feat listing.

2) "Summary Text" should be a summary of the "Rules" of the feat not its fluff text. Its a very short one sentence to sum up how the feat works.

3) All your feat scripts should start with a "stop" script so that if a feat is disabled it no longer runs the script:
Code:
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)
I recommend adding this to every single feat that has a script. So if a feat is disabled it won't run the script logic.

4) ELSEIF is a great programming language concept that lets you test for multiple conditions with ease. In example the "Lesser Beast Traits" feat has 6 scripts entered that do the following at different usrIndex's:
Code:
if (field[usrIndex].value = 1) then
     field[abSumm].text = "1 blood point, +4 bonus on Reflex saves"
  endif
Instead change this logic to use "elseIf" instead and do it all in one script:
Code:
      ~ Set the summary text based on what was selected
      if (field[usrIndex].value = 0) then
        field[abSumm].text = "3 blood point, 30-ft. cone supersonic screech - Fort save " & field[abDC].value & ""

      elseif (field[usrIndex].value = 1) then
        field[abSumm].text = "2 blood points, gain the evasion class feature"

      elseif (field[usrIndex].value = 2) then
        field[abSumm].text = "3 blood points, create a miasma of disease around yourself - Fort save " & field[abDC].value

      elseif (field[usrIndex].value = 3) then
        field[abSumm].text = "Number of blood points, create and spit a single dose of poison"

      elseif (field[usrIndex].value = 4) then
        field[abSumm].text = "2 blood points, you can create and throw a web - Save " & field[abDC].value & ""

      elseif (field[usrIndex].value = 5) then
        field[abSumm].text = "3 blood points, you can let loose a fearsome how - Will save " & field[abDC].value & ""
      endif

5) DC values. Anything that has abValue also has abDC as field and will display that value on the feat for you. So instead of storing the value in abValue and changing the livename instead just set the abDC value:
Code:
      ~ Calc 1/2 Cromancer level with a minimum of 1
      field[abValue].value += maximum(round(hero.tagcount[Custom.NNWCruoman]/2,0,-1),1)
      ~ Calc our DC of 1/2 Cruomancer level + Cha + 10
      field[abDC].value += field[abValue].value + #attrmod[aCHA] + 10

6) abValue should always be used for calculating values on anything. Also make sure you are doing "+=" not = when using abValue. This is because abValue can be set or changed by outside scripts. You never know when something will be added that will want to adjust the value of your Thing from outside. Magic items, feats, traits, etc....

7) Prerequisite for other feats. Someone is using "Pick-reqs" logic which is not really the best way to look for the Prerequisite of other feats. These should all be changed to use "Expr-reqs" with the following:
Code:
#hasfeat[fNNWLsBstT] <> 0
Set Message to "Lesser Beast Traits feat required.".

8) Product ID. So every Thing I saw had the following comment:
Necromancers of the Northwest, LLC
www.necromancers-online.com
Which is a great and all but HL added "Product Identity For..." above User Tags. I would just create a new tag for NNW and then Product ID tag everything. Leave the comments section for comment about coding and stuff.

9) Using "NNW" as part of your Unique ID's is great! :) Just FYI but if your working just on this you can set the NNW value to be entered for you in HL. From the editor go to "Tools->Set User Identifier".

10) Macros are you friend! Makes the scripts smaller and easier to read. In example I saw allot of this:
Code:
hero.child[aCHA].field[aModBonus].value
Which can be shortened to:
Code:
#attrmod[aCHA]
AndrewD has a nice list on GoogleDocs HERE.

Racial Specials
1) RS should have a similar "stop" script logic added like feats:
Code:
~ If we're disabled, do nothing
doneif (tagis[Helper.SpcDisable] <> 0)
2) My standard is to NOT source mark Racial Specials or Class Specials. What if you want to re-use this same Racial Special for a different monster? What if that monster is from a different book? Most likely this will be merged into larger packages. And reusing existing code makes things go faster.

Class Specials
1) CS should have a similar "stop" script logic added like feats:
Code:
~ 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)

Class Unique IDs
So as we only have three letters I use part of the product and a number to help create a more unique value. So in this case I used NN1 for "Revenant Bloodletter"
 
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Dude, you are the man! Looks cool. Like I said before, you know what you are doing, I just c/p and hope it works, lol.

One question on the "fluff txt", is that open or closed IP? IDK.
 
Dude, you are the man! Looks cool. Like I said before, you know what you are doing, I just c/p and hope it works, lol.
Which is why I was spending the time to try and help give some information that hopefully will make things easier. Or at least help explain why I made some of the changes I did. :)

One question on the "fluff txt", is that open or closed IP? IDK.
It "can" be designated in the OGL in the back but I have never seen that beyond Proper Names. In all other cases you can use even that fluff part of the Feat text.
 
Ok, here is all the files as one with all Shadows updates and the few things I did afterward.

It seems to load fine, but I didn't check anything, Karrel can you have a look and make sure everything works?

I think I can handle the grunt work from here, if Shadow can just make sure I don't "f" it up, lol. Karrel can you keep up with any bugs and make sure it follows the rules?
 

Attachments

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Revenant Bloodletter class, Revenant Infilitrator class, or Revenant Occultist class, for each level in those classes you get one Cruomancer level add to your total, you get blood points added as per the class, and you get the Revenant temaplate.

if you take the Revenant template you get one Cruomancer Level for each Race Hit Dice you have minium of one and none for any class levels unless they are one of the above classes. you also get a blood point pool which can hold a maximum number of blood points equal to 1 + the number of racial Hit Dice shepossesses (minimum 1). For every two class levels of noncruomancy classes that the revenant possesses, the maximum
number of blood points that she can have in her blood point pool increases by 1.

the feat allows you to get one cruomancer level per 2 hit dice you have, and a blood point total that equals your cruomancer levels.

it looks like the template is still giving 1 cruomancer level per two levels of any class you take. i got to reading the other day and the only way the template can gain more then one cruomancer lvl is if the person take levels in one of the three classes in the book, how ever if you guys think it should be the way you guys have it then we will go with that.
other then that you guys have done one heck of a job keep it up.
 
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Ok, I let Shadow handle the class level and blood points. IDK his scripting there. I'll just work on the templates until he can get that worked out.
 
OK, to make sure we are all on the same page with levels and blood points, (it’s kind of confusing, lol).

The Novice Cruomancer feat grants:
Cruomancer level equal to 1/2 your Hit Dice. A blood point pool equal to your cruomancer level, (other than other feats, class abilities, etc that modify the pool).

The Revenant template grants:
Cruomancer level equal to your racial Hit Dice or 1 for every two class levels of non-cruomancy classes. A blood point pool equal to your cruomancer level, (other than other feats, class abilities, etc that modify the pool).

The Revenant classes grants:
Cruomancer level equal to your level. A blood point pool equal to your cruomancer level, (other than other feats, class abilities, etc that modify the pool).

Is this correct?
 
it looks like the template is still giving 1 cruomancer level per two levels of any class you take.
This is correct. The Cruomancer level is equal to your racial HD and half your classes levels that are NOT a Reverent class. You gain a 1:1 ratio with a Reverent class or half for other class levels. The template also applies a 1:1 for racial HD.

Instead of a wall of rules text can you break down exactly where you think its not working? I have double checked all rules and it is running by the book from what I found. Though granted the rules are in three places in the book. So you have to combine all three sections into a single bit of logic. That to me is very bad writing.
 
OK, to make sure we are all on the same page with levels and blood points, (it’s kind of confusing, lol).

The Novice Cruomancer feat grants:
Cruomancer level equal to 1/2 your Hit Dice. A blood point pool equal to your cruomancer level, (other than other feats, class abilities, etc that modify the pool).

The Revenant template grants:
Cruomancer level equal to your racial Hit Dice or 1 for every two class levels of non-cruomancy classes. A blood point pool equal to your cruomancer level, (other than other feats, class abilities, etc that modify the pool).

The Revenant classes grants:
Cruomancer level equal to your level. A blood point pool equal to your cruomancer level, (other than other feats, class abilities, etc that modify the pool).

Is this correct?
Thats the three pieces of logic I added. I admit I did it late at night so I could have messed up. But I did test and from my point of view of testing it all seemed to work.

So if you see where it is not working. Please provide the steps to recreate (race, class, level) etc. That will make it a WHOLE lot easier to fix. :)

P.S. Don't forget the "Supplemental Rules" list the "General" overall rules you have to follow also. That was also the rules text I put in for the Special and Blood Points.
 
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Cool, I didn't mess with anything Shadow did, but I took a quick look and it seems to reflect the post above. So are we good?

FYI - I am working on the rest of the templates ATM. The only issue I can see coming up will be the Psychic Vampire (Lianashae). I got a while before I get there, but I am not sure how we are going to handle it. I think it would work best, if the dataset will not need another dataset to work. Anyways lets cross that bridge when we get there.
 
The Revenant template grants:
Cruomancer level equal to your racial Hit Dice plus any you gain from Bloodletter class, Revenant Infilitrator class, or Revenant Occultist classes. you gain none for any other classes. A blood point pool equal to 1+ your Racial hit dice (minium one), For every two class levels of noncruomancy classes that the revenant possesses, the maximum number of blood points that she can have in her blood point pool increases by 1. Additionally, certain feats and class features can increase the size of the revenant’s blood point pool. (other than other feats, class abilities, etc that modify the pool).
 
The Revenant template grants:
Cruomancer level equal to your racial Hit Dice plus any you gain from Bloodletter class, Revenant Infilitrator class, or Revenant Occultist classes. you gain none for any other classes.
The Supplement Rule is that you always gain 1/2 from other classes. Look at page 15.

A blood point pool equal to 1+ your Racial hit dice (minium one), For every two class levels of noncruomancy classes that the revenant possesses, the maximum number of blood points that she can have in her blood point pool increases by 1. Additionally, certain feats and class features can increase the size of the revenant’s blood point pool. (other than other feats, class abilities, etc that modify the pool).
I don't understand what your trying to say with this text? It appears to be a straight copy and paste. So I have no clue what to do with this.... :(
 
oopps sorry for the confution then every thing works normaly, again sorry just me being a dumb butt.
i would leave it alone and let it go the way you have it, time to move on to better things.
 
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