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Question

TaylorBland

Well-known member
I have a unique Shield i created with the editor. It is called the Shield Gauntlet. it is a kite shaped shield attached to a gauntlet. it provides a simple +1 AC but does not take up one of your hand slots for two-handed weapons.

i got most of the data but getting it to ignore the hand rule is what is troubling me. if anyone knows how to script this, that would be great.
 
You can try to adapt the scripting on the magical shield "Animated Shield". That magic armor allows you to equip an then when activated on the In-Play tab.

The most important line is probably:

Code:
perform hero.assign[Hero.ShldOffOK]

I think if you just put this line into an eval script with the same timing it should allow for an offhand shield but I haven't tested it...

EDIT: It works if you put that code above in an eval script running pre-levels 10000 on a copy of a non-magical shield. I would suggest putting after some doneif statments making sure its equipped and not disabled for some reason.
 
Last edited:
Fantastic. This idea also resolves the issues I've had forever with creating a buckler shield. :)

Thanks
 
I just happened to be lucky enough to remember that similar code existed.

The buckler is pretty contentious with my gaming group - the rules lawyer says it shouldn't provide an AC benefit when someone is using a two-handed melee weapon. On the other hand, they are fine with it being used with two-handed ranged weapons, since historically that's what it's been used for.

The munchkins and power gamers want to be able to get that extra +1 regardless of equipment and do some interesting acrobatics at the table to explain how the buckler would work while swinging a maul or greatsword.

But that's just my table, we also have long arguments about whether a helm should be introduced as a separate item (given that magic helms exist in the DMG), where wearing one makes you resistant to critical hits from slashing, bludgeoning and piercing and gaze attacks, and with greathelms providing disadvantage to perception checks.

It makes for some interesting table talk.
 
I still have magic helms that grant things like +1 tp AC, Resistance, and similar properties/abilities.

I have my share of rule lawyers, but in the case of a buckler shield, they all were unanimous in allowing the use of the buckler shieldf. Of course most of my players, and my self as a DM, have been playing/running since 1981. :)
 
You can try to adapt the scripting on the magical shield "Animated Shield". That magic armor allows you to equip an then when activated on the In-Play tab.

The most important line is probably:

Code:
perform hero.assign[Hero.ShldOffOK]

I think if you just put this line into an eval script with the same timing it should allow for an offhand shield but I haven't tested it...

EDIT: It works if you put that code above in an eval script running pre-levels 10000 on a copy of a non-magical shield. I would suggest putting after some doneif statments making sure its equipped and not disabled for some reason.

Hello again. this code that was given to me actually worked like a freaking charm. I am not ode literate so i'm kinda scratching my head on this stuff 99.99% of the time. But hey, if you never do, you never learn. thanks for it and have a great day.
 
Would it be at all possible for you to attach the .user file you created?

When i get it all done, yeah i can. some of the stuff i got from the DND Wiki, and they have a TON of wonderful 5e homebrew stuff that i borrowed for my campaign and to tell you the truth, it helps me learn this whole programming thing, so one step at a time.

most of it is off the Wiki but a few things are my own. for example, i have a few Factions of my own that actually give you some benefits.

ORDER OF THE ROSE: (The first one i did)
the Order of the Rose (also known as Ordo Rosera), has been around for a few hundred years. it was designed originally to keep peace within the lands of man, but its hold spread far and wide to become a global force for good.
gaining access to this Faction grants 3 unique bonuses.
1: Unique Language: Ordo Rosera. A Mixture of multiple languages in only a written form, the language combines the forms of many races and even symbols and numerals to convey messages in a secret code. only those of the order know of how to read it
2: Skilled Feat: The training to get into the order provides 3 skill or Tool Proficiencies or any combination therein.
3: Sun Blade: Each member gains and is attuned to a Sun Blade, the everlasting symbol of the Order.

More will be added and have benefits similar to this format.

I think Joining Factions should have a bit more to them and you can only join one at a time anyway, so it still remains balanced in my opinion. but anyway, once the data is done, i will post it so you all can look at it and give me feedback. have a wonderful day.
 
Another Question.
As i am building this, i wanted to build some of the Pieces of Eden from Assassins Creed as Magical Items in 5e for this campaign. The Ring and Ankh were easy enough. But my question is for the Sword. In the description of the Sword of Eden, it grants the user enhanced charisma. I want it to grant a +2 bonus to Charisma Score when Attuned. How do i go about getting that? i know it has to be a custom Eval Script but like i've stated my scripting skills are pretty much non-existant. any help would be greatly appreciated as i work towards getting you all some homebrew content. thanks and have a great day
 
Another Question.
As i am building this, i wanted to build some of the Pieces of Eden from Assassins Creed as Magical Items in 5e for this campaign. The Ring and Ankh were easy enough. But my question is for the Sword. In the description of the Sword of Eden, it grants the user enhanced charisma. I want it to grant a +2 bonus to Charisma Score when Attuned. How do i go about getting that? i know it has to be a custom Eval Script but like i've stated my scripting skills are pretty much non-existant. any help would be greatly appreciated as i work towards getting you all some homebrew content. thanks and have a great day

The script needs to run pre-levels/10000

Code:
      doneif (field[gIsEquip].value = 0)
      doneif (field[gIsAttuned].value = 0)

      hero.child[aCHA].field[Bonus].value += 2

This script is really simple. The first two lines stop the script if the item isn't equipped or attuned. The third line adds a +2 bonus to Charisma.

The problem is whether or not you're going to allow the item to break the soft cap of 20 for a score. If the sword will allow a PC to go above 20, you'll need to add a 4th line like:

Code:
hero.child[aCHA].field[aMaxValue].value += 2

Normally what I do when I need to make an item, I look for something similar and see how someone else did it in code and try to modify it. Sometimes the item isn't the same type, but the code is usually portable. The snippets of code above come from two different items, one is the belt of dwarvenkind (which adds 2 to CON) and the other from the belt of frost giant strength (which allows you to exceed 20).
 
Just as an update, i decided not to do the Pieces of Eden thing. it may have worked, but it was just far too much of a pain in the ass for me.

Anyway, i did have another question.

When adding new Feats, i have some that provide character options. for example:
ARCANE STUDENT:
Requires the ability to cast at least one spell
Gain 1 Arcane Tradition from the Wizards Class. You gain the second level power of that Tradition but you do not gain more later on.

Another one is:
KI SENSITIVE
You gain 2 Ki points (If you already have this class feature, gain 2 more)
You can learn one Ki Feature fro this list; Flurry of Blows, Patient Defense, or Step of the Wind, and can use it as if you were the Monk Class. you regain them after a short or long rest.

My question is, how do i add class features to a Feat but on a far more limited scale? my idea is to add some more custimization and freedom in some players without having to multiclass if they do not want to.
 
My question is, how do i add class features to a Feat but on a far more limited scale? my idea is to add some more custimization and freedom in some players without having to multiclass if they do not want to.

So, semi-Gestalting, usually this unbalances character power levels and isn't something I recommend unless you live in a really low-population area and can't find a 4th or 5th player. Anyway, recommendations to not do it aside, here is the way I might do it:

ARCANE STUDENT:
Requires the ability to cast at least one spell
Gain 1 Arcane Tradition from the Wizards Class. You gain the second level power of that Tradition but you do not gain more later on.

For this one you can bootstrap all the 2nd level abilities from the Class specials from Wizards to the Feat. Add an Array Based Menu with each row of the menu being the name of one of the schools (Abjuration on line 0, Conjuration on line 1, etc.). Then go into each of your bootstraps and set the conditions to be appropriate to the usrIndex chosen. (for Abjuration in my example, the condition would be fieldval:usrIndex = 0, Conjuration would be fieldval:usrIndex = 1, etc...). As always timing is going to be odd, but I think you're OK post-level, since these are added post-level to a wizard... I think.

KI SENSITIVE
You gain 2 Ki points (If you already have this class feature, gain 2 more)
You can learn one Ki Feature fro this list; Flurry of Blows, Patient Defense, or Step of the Wind, and can use it as if you were the Monk Class. you regain them after a short or long rest.

This one is more tricky. First you have to check to see if the class has the trkKi or the monk's ki ability - probably using the #hasability[] macro. Then if they do, you just += 2 to the trkMax value of the tracker (Hint: go to the Class Special tab and copy the Ki ability to see how the monk actually adds to the tracker). Otherwise you need to add the tracker and set the same value to 2.
Then you do the same as above for the Arcane Student feat, bootstrap the class abilities to the feat, put a conditional that looks for the usrIndex value from the list you type in.
 
WOW. Thanks dungeonguru. that looks complex, and to be fair i knew it would be, but like i've said, if you don't try you never know. thanks and have a great day. i will work on this.
 
Another, maybe a stupid one, question. One of my new items is called the Battle Robe. it is a simple set of Light Armor that only grants a +1 bonus to AR but it can be used without Light Armor Proficiency required. how do i code the fact that the Light Armor Proficiency is not required?

The idea is that the Proficiency is not required so that those classes without Light Armor can have something to aid them, at least in a minor sense.

"The Battle Robes were designed by a mage a few hundred years ago who say a fatal flaw in the fact that mages don't do so well in armor. He designed simple robes with hardened leather hard points to add some protection while keeping the mage agile and quick."
 
If you created the item as magic armor, you just need to make sure that it has the Helper.Proficient tag on it (look at Elven Chain for an example). I think that will also work for non-magical armor too.
 
Another, maybe a stupid one, question. One of my new items is called the Battle Robe. it is a simple set of Light Armor that only grants a +1 bonus to AR but it can be used without Light Armor Proficiency required. how do i code the fact that the Light Armor Proficiency is not required?

You could create it as a wondrous item, eg a Robe, that requires a body slot and grants an armor bonus. This avoids the armor requirement. Look at things like Bracers of Defense and the Corset of Dire Witchcraft.
 
The other way to go is what I used for my own battle robes. I simply created a light armor versin of Elven Chain which grants its wearer the abilty to use light armor when the robe is worn.
 
<ARCANE STUDENT:
Requires the ability to cast at least one spell
Gain 1 Arcane Tradition from the Wizards Class. You gain the second level power of that Tradition but you do not gain more later on.>

For this one you can bootstrap all the 2nd level abilities from the Class specials from Wizards to the Feat. Add an Array Based Menu with each row of the menu being the name of one of the schools (Abjuration on line 0, Conjuration on line 1, etc.). Then go into each of your bootstraps and set the conditions to be appropriate to the usrIndex chosen. (for Abjuration in my example, the condition would be fieldval:usrIndex = 0, Conjuration would be fieldval:usrIndex = 1, etc...). As always timing is going to be odd, but I think you're OK post-level, since these are added post-level to a wizard... I think.

Okay, so i have done exactly this. However, the class feature selected doesn't show in the character itself. how do i go about fixing it?
 
So, here is the current script for this Feat so that you guys may better understand where i may have gone wrong:

<thing id="fArcaneStudent" name="Arcane Student" description="Choose one arcane tradition from the wizard class, such as divination or evocation. You gain the 2nd level benefit of that arcane tradition, but not the benefits gained at later levels. \nFor example, if you took divination you gain the benefits of Divination Savant, and of Portent (see Player&apos;s Handbook, page 116)." compset="Feat" uniqueness="useronce">
<fieldval field="usrLabelAr" value="Select School"/>
<arrayval field="usrArray" index="0" value="Abjuration"/>
<arrayval field="usrArray" index="1" value="Conjuration"/>
<arrayval field="usrArray" index="2" value="Divination"/>
<arrayval field="usrArray" index="3" value="Enchantment"/>
<arrayval field="usrArray" index="4" value="Evocation"/>
<arrayval field="usrArray" index="5" value="Illusion"/>
<arrayval field="usrArray" index="6" value="Necromancy"/>
<arrayval field="usrArray" index="7" value="TRansmutation"/>
<usesource source="OrdoRosera"/>
<tag group="FeatureTyp" tag="Special"/>
<tag group="ProductId" tag="OrdoRosera"/>
<tag group="Helper" tag="ShowSpec"/>
<bootstrap thing="ss5CEnchan"></bootstrap>
<bootstrap thing="ss5CEvocat"></bootstrap>
<bootstrap thing="ss5CIllusi"></bootstrap>
<bootstrap thing="ss5CNecrom"></bootstrap>
<bootstrap thing="ss5CAbjura"></bootstrap>
<bootstrap thing="ss5CConjur"></bootstrap>
<bootstrap thing="ssTrans"></bootstrap>
<bootstrap thing="ss5CDivi"></bootstrap>

<prereq message="">
<validate><![CDATA[
~ Test that the character has at least one spell
~ or spell-like ability. &
var HasSpells as number
Call 5CHasSpell
@valid = HasSpells]]></validate>
</prereq>
</thing>
</document>

I think (In the Bolded Section) i messed up there. i think i added the wrong things, and need to add each individual power instead of the entire school but i'm not sure. if this is the case, how do i make sure both level 2 powers are added at the same time?
 
OK, I apologize, I may have given a little bit of bad advice as I tried to create your feat to help troubleshoot. I forgot that class specials always refer to the class level that adds them and look for the ClsSpecWhen variable that feats don't look at.

The only way I got it to work was to recreate the 2nd level abilities as Racial Specials and rewrite any attached scripts to look up the character's total level. It's more work than I originally thought but good coding exercise. I think this could work as generic abilities, but racial abilities are an OK compromise IMHO.

I went to the Race Tab and created the abilities needed by making a new ability that would mimic the school ability. I.E. created a racial ability named Arcane Ward.

Here is what my code looks like in the text file for a single row in the usrArray, yours would have 9 total rows for each of the others. I also am only showing the 1 racial ability for Arcane Ward in interest of being compact here. I tried to bold the cross-links that refer to something external to the thing itself.

Code:
  <thing id="fXXXArcStu" name="Arcane Student" compset="Feat" uniqueness="useronce">
    <arrayval field="usrArray"[B] index="0"[/B] value="Abjuration"/>
    <tag group="Helper" tag="ShowSpec"/>
    <bootstrap thing="[B]raXXXArcWar[/B]">
      <containerreq phase="First" priority="2500">[B]fieldval:usrIndex = 0[/B]</containerreq>
      </bootstrap>
    </thing>
  <thing id="[B]raXXXArcWar[/B]" name="Arcane Ward" description="Starting at 2nd level, you can weave magic around yourself for protection. \n\n<snipped for brevity>...\n\nOnce you create the ward, you can&apos;t create it again until you finish a long rest." compset="RaceSpec">
    <tag group="Helper" tag="ShowSpec"/>
    <tag group="User" tag="Tracker"/>
    <tag group="Usage" tag="Day"/>
    <eval phase="PostAttr" priority="10000"><![CDATA[doneif (tagis[Helper.ShowSpec] = 0)
doneif (tagis[Helper.Disable] <> 0)

field[trkMax].value = #attrmod[aINT] + (2 * [B]#totallevelcount[][/B])]]></eval>
    </thing>


I also noted that you aren't using a User Identifier - In the editor go to to Tools and set a user identifier that is unique to you. I used XXX in the example above - use any 2 or 3 letters that you'll remember is your code (the community uses 5C, don't use that ID). It helps troubleshooting.
 
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