• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Spell and Conferred Ability Adjustments - I'd appreciate help from the community

Spell: Crushing Despair
Code:
  <thing id="pCrushDesp" name="Crushing Despair" description="An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. \n\n{i}Crushing despair{/i} counters and dispels {i}good hope{/i}." compset="InPlay">
    <fieldval field="pMinimum" value="-2"/>
    <fieldval field="pMaximum" value="-2"/>
    <fieldval field="pDuration" value="1 min./level"/>
    <tag group="Helper" tag="AdjSpell"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a Penalty to all weapons
hero.child[Attack].field[Penalty].value += field[pAdjust].value
hero.child[Damage].field[tDamBonus].value += field[pAdjust].value

~ Give penalty to all saves
hero.child[svFort].field[Penalty].value += field[pAdjust].value
hero.child[svRef].field[Penalty].value += field[pAdjust].value
hero.child[svWill].field[Penalty].value += field[pAdjust].value

~ Give penalty to all skills
hero.child[AllSkills].field[Penalty].value += field[pAdjust].value]]></eval>
    </thing>
 
Spell: Gravity Bow
Code:
  <thing id="pGravityBo" name="Gravity Bow" description="{I}Gravity bow{/i} significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a {I}gravity bow{/i} (see page 145 of the Core Rulebook for more information). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size." compset="InPlay">
    <fieldval field="pDuration" value="1 min/level (D)"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="NoIncr"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PostAttr" priority="1000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Modify all the bows and crossbows
foreach pick in hero from BaseWep where "wFtrGroup.Bows|wFtrGroup.Crossbows"
    ~ Increase damage dice by one size for all bows & x-bows
    eachpick.field[wDamage].value += 1
nexteach]]></eval>
    </thing>
 
Last edited:
For gravity bow, you can search for bows and crossbows directly, skipping the if...then...endif:

foreach pick in hero from BaseWep where "wFtrGroup.Bows | wFtrGroup.Crossbows"

You'll also want to assign the Helper.DamageUp tag, so that the damage increases by 1 step, rather than adding a +1 to the damage.
 
For gravity bow, you can search for bows and crossbows directly, skipping the if...then...endif:

foreach pick in hero from BaseWep where "wFtrGroup.Bows | wFtrGroup.Crossbows"
Ok no problem. Thanks.

You'll also want to assign the Helper.DamageUp tag, so that the damage increases by 1 step, rather than adding a +1 to the damage.
Giving a +1 to the wDamage does up the damage dice. So for example the Medium Longbows is showing as 2d6 instead of 1d8. I also tested using a small character. Is Helper.DamageUp the preferred method of upping damage instead?
 
Last edited:
Ok no problem. Thanks.


Giving a +1 to the wDamage does up the damage dice. So for example the Medium Longbows is showing as 2d6 instead of 1d8. I also tested using a small character. Is Helper.DamageUp the preferred method of upping damage instead?

Okay, sorry, I was thinking "wDamBonus" when I saw that, not "wDamage". wDamage calculates its value by adding the count of DamageUp tags and subtracting the DamageDown tags, but it is set up so that altering the fiield directly works, too, so I don't know which would be the better one. I guess I've just always worked with the tags, and not noticed that they were incorporated into a field.
 
To make mine and Mathias life easier I am just going to send him a .user file instead of posting each spell I do. So I will just use this to inform anyone interested at one spells I have done.

Figure I may as well focus back on strictly the CORE spells first then the APG. Then head into all the different spells from the splat books.

  • Divine Favor
  • Divine Power
  • Endure Elements
  • Foresight
  • Good Hope
 
Last edited:
Quick question as this came up for a Divine Power last night. Their is still no current way of getting certain skills based on which Attribute it uses right? In other words I needed to find all skills that use Str.

Their are only two now so I just put them in specifically, but thought it would be nice to have it find them instead.

Thanks
 
Quick question as this came up for a Divine Power last night.

Maybe I'm not following you, but my item (Skin of Kaletor) does this for CHA skills:

Code:
     foreach pick in hero from BaseSkill
           ~ Charisma skills get a -6 penalty.
           if (eachpick.islinkage[skillattr] <> 0) then
               if (eachpick.linkage[skillattr].tagis[thingid.aCHA] <> 0) then
                    each.field[Bonus].value -= 6
               endif
          endif
     nexteach

Isn't that what you are talking about?
 
BTW, look for the SkillOver.aCHA tag first, before looking for the linkage, since the SkillOver tags override the linkage, but yes, I do need to have HL process the SkillOver tags and the linkages and spit out a tag that reports the current attribute linkage of the skill.

The problem is that checking both the tag and linkage is clumsy, and because the linkages can't be used as a filter criteria, you can't let the user select from a list of CHA-linked skills.
 
Maybe I'm not following you, but my item (Skin of Kaletor) does this for CHA skills:

Code:
     foreach pick in hero from BaseSkill
           ~ Charisma skills get a -6 penalty.
           if (eachpick.islinkage[skillattr] <> 0) then
               if (eachpick.linkage[skillattr].tagis[thingid.aCHA] <> 0) then
                    each.field[Bonus].value -= 6
               endif
          endif
     nexteach

Isn't that what you are talking about?
Yep that is what I am talking about thanks. I just could not figure out how to access the linkage information last night and it simply got too late.

BTW, look for the SkillOver.aCHA tag first, before looking for the linkage, since the SkillOver tags override the linkage, but yes, I do need to have HL process the SkillOver tags and the linkages and spit out a tag that reports the current attribute linkage of the skill.

The problem is that checking both the tag and linkage is clumsy, and because the linkages can't be used as a filter criteria, you can't let the user select from a list of CHA-linked skills.
Thanks for the info. So I can merge looking for the the SkillOver.aSTR tag first and then use Risner's linkage info to find all Str skills. Yea I was thinking about how one could not have a drop down box expression that listed just Str or Dex related skills.

Thanks to both of you for the information.
 
Code:
if skillover
  do something
elseif islinkage
  if linkage
    do something
    endif
  endif

If the do something part is complex, you can of course set a variable to "YES" in the if-elseif and then do the things afterwards
 
Currently Finished Spell Adjusts 12/26/10. Looks like that is everything then from the CORE book.
  • Divine Favor
  • Divine Power
  • Endure Elements
  • Foresight
  • Good Hope
  • Heroes’ Feast
  • Heroism
  • Heroism, Greater
  • Keen Edge
  • Longstrider
  • Magic Vestment
  • Mind Fog
  • Overland Flight
  • Protection From Chaos, Evil, Good, Law.
  • Rage
  • Resist Energy(Acid, Cold, Electricity,Fire,Sonic) - If their is some way to have a selection box for the different energy types I can't figure it. So their is a different one for each energy type.
  • Righteous Might: DR/evil, DR/good
  • Shield of Faith
  • Shield Other
  • Shillelagh
  • Spell Resistance
  • Stoneskin
  • True Strike
  • Warp Wood
  • Barkskin - Fixed to NOT stack with Amulet of Natural Armor.
  • Fly - Changed to have the counter set the Fly BONUS not the CL.

Currently Finished Conferred Ability Adjustments 12/19/10
  • Destructive Smite(Domain Power)
  • Touch of Glory(Domain Power)
  • Touch of Good(Domain Power)
  • Hand of the Acolyte(Domain Power)
  • Inspiring Word(Domain Power)
  • Wooden Fist(Domain Power)
  • Strength Surge(Domain Power)?????
  • Battle Rage(Domain Power)

Compiled and sent to Mathias 12/27/10
 
Last edited:
Just an update. I have finished the spells from the APG and sent to Mathias to add.

I have not done any other book or the Sub-Domain buffs from the APG. So if anyone has some time those are a good place to start.
 
You are awesome, Shadow. Just. Awesome.
Umm thanks. Not sure exactly what I did but always glade to make people happy. :p

But thanks for the reminder that I should be posting updates in this thread.

I have done the Orcs of Golarion buff spells which got added months ago.

I currently have A through M done from Ultimate Magic. I have found in my games that the adjustments are also used to track ALL buff spells as we have lots of Dispel Magic going on. So I have added UM spell adjustments that don't actually make changes to the character. This should help players keep track of spells in effect on there character.

I also have a few questions in to Mathias about some things as they are very different and not sure how he would like them coded. So hopefully most of these will be in the next official HL update. :)
 
LOL! Weird. This post showed up as an update when I looked at it earlier today. I thought your announcement about the added spells was new.

Oh, well. You're still awesome for doing all this work. ;)
 
I'm probably missing something, but I can't find the spell adjustments for Giant Form, Transformation, Enlarge Person, or Frightful Aspect anywhere. I've been able to locate most other spells without an issue.
I am new to HL so forgive me if I missed something about these spells somewhere.
 
I'm probably missing something, but I can't find the spell adjustments for Giant Form, Transformation, Enlarge Person, or Frightful Aspect anywhere. I've been able to locate most other spells without an issue.
I am new to HL so forgive me if I missed something about these spells somewhere.
Enlarge Person is in HL. On the Adjust Tab click on "Spell Adjustments".
Giant Form - Hmm does appear to be missing.
Transformation - Missing
Frightful Aspect - Is from Ultimate Combat and have not been added yet.
 
My mistake in regards to Enlarge Person, I'm not in front of my PC and I was going from memory.
With regards to the missing spells, will they be added or do I need to ask elsewhere? I'm guessing the UC spells will be added soonish?

Thanks for the fast reply
 
Back
Top