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-   -   Advanced Bestiary - Green Ronin (http://forums.wolflair.com/showthread.php?t=15325)

huntercc December 20th, 2011 04:45 PM

Advanced Bestiary - Green Ronin
 
Anybody out there working on adding the templates from this book to the HL Pathfinder dataset? I've started with some, but it wouldn't make sense to duplicate work that someone else already has done.

Even if there are only have a few specific templates completed, we can always combine our end results into one big file.

ShadowChemosh December 20th, 2011 08:22 PM

I know some monsters where done for the AP bestieary by the community. I don't remember which one but I can find out in a day or so.

I also know that the .1st files on d20pfsrd has a source created for the advanced Bestiary. I would recommend using it so that everything is tagged to the same source.

Sorry can't be any more clear right now. :(

huntercc December 21st, 2011 06:11 AM

Thanks, I have been using that .1st file for my work. And I have seen some mention on here of people working on some of these templates, so I was hoping we could bring them all together as much as possible.

ShadowChemosh December 21st, 2011 08:00 AM

Quote:

Originally Posted by huntercc (Post 67690)
so I was hoping we could bring them all together as much as possible.

Totally agree on this. So may as well mention a plan that has been on my to do list for a few months now. I want to combine all the bestiary AP's together into a single data set. Then like we did for the d20 project I was going to offer it as a Secondary Update URL. This means after a one time setup the data set would auto download and install just like the official updates do.

I figured DMs would find this very useful especially with all the pregenerated .por files that come with the APs.

Anyways I think what you have in mind would fit in perfectly. One thing that I would ask you to do would be to keep track of anything you bootstrap that is from a data set other than core. I want to start letting people know when they install what data sets are required. :)

huntercc December 21st, 2011 06:16 PM

I was hoping to accomplish the same thing with the Advanced Bestiary. I don't believe I have used any non-core bootstraps, I tend to avoid that anyway, but I will do a review to be sure.

For starters, I here are the handful of templates I have completed so far:

Amphibious Creature
Apocalypse Swarm
Arboreal Creature
Bipedal Creature
Blood Knight
Blood Knight, Dread
Bramble Creature
Cave Creature

I skipped the Amalgam for now because it's so complex... thought it would be better to tackle that one later on.

hangarflying December 22nd, 2011 03:49 PM

Hey,
I'm working on the Dread Ghoul and Dread Ghast in order to bring the RotRL into PF. I think I've got them pretty much finished, but right now I'm having an issue getting the Ghast's stench ability to list on the "Special" tab as well as appearing in the header of the stat block as an "aura", nor does it appear in the "Special Abilities" section of the block.

I just copied the "stench" racial ability and modified it so the Eval Script gives the range instead of range and rounds. I also changed the text, and added the "Extraordinary" ability classification.

Any ideas?

bodrin December 22nd, 2011 03:55 PM

I did the Dread Skeleton for the D20 data files, and a element (fire) infused template in the Council of Thieves data sets. Plus a mock up of an amalgam creature also in the council of thieves! The amalgam template is a beast though, which is why it's only a mock up creature and not a proper template!

bodrin December 22nd, 2011 04:00 PM

Quote:

Originally Posted by hangarflying (Post 67804)
Hey,
I'm working on the Dread Ghoul and Dread Ghast in order to bring the RotRL into PF. I think I've got them pretty much finished, but right now I'm having an issue getting the Ghast's stench ability to list on the "Special" tab as well as appearing in the header of the stat block as an "aura", nor does it appear in the "Special Abilities" section of the block.

I just copied the "stench" racial ability and modified it so the Eval Script gives the range instead of range and rounds. I also changed the text, and added the "Extraordinary" ability classification.

Any ideas?

Look in the editor for the ability type buttons where you can select extraordinary, supernatural etc. Tick the correct classification and then do the same with the aura selection box, make sure "show in specials" is also active! Plus bootstrap the abilities to the template, the last bit is just in case you forgot to bootstrap them.:cool::)

hangarflying December 22nd, 2011 07:58 PM

Quote:

Originally Posted by bodrin (Post 67806)
Look in the editor for the ability type buttons where you can select extraordinary, supernatural etc. Tick the correct classification and then do the same with the aura selection box, make sure "show in specials" is also active! Plus bootstrap the abilities to the template, the last bit is just in case you forgot to bootstrap them.:cool::)

Ok, I got it figured out:

I copied the "raStench" to use as a base ability to modify. It had an eval script in it that would put the range & number of rounds the affect lasted in the header section. I deleted out the duration part, which had "abValue" associated with the duration and "abValue2" associated with the range. I deleted the duration part, but didn't change "abValue2" because I didn't think I needed to do so. Well, I removed the "2" in "abValue2" in the Eval Script and in the Field and now it shows up like it is supposed to!

Hooray!

Thanks for your help.

PS - I'd be happy to add these to the pile, if you haven't done them already. Would I have to send out my entire .user file, or can I send just those elements that deal specifically with these templates?

EDIT - after the fact, I just went in and deleted the eval script and field and just included that information in the "name" section of the bootstrap on the template.

Lord Magus December 23rd, 2011 04:56 AM

I have the Inveigler and the Dread Mummy done somewhere.


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