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[Help needed] How can I do.....

tkarn

Well-known member
Programming some templates, I have some questions.

Some Undead templates use CHA instead of CON to determine the bonus Hitpoints per HD. How can I change the attribute for calculating HP?
 
The "Use CHA instead of CON" thing is a feature of the undead type, not necessarily any template. It should automatically occur if you select Undead for the "Override Type" selection on your template.
 
The "Singer of the Blades" Archetyp has the "Song of Blades Style" Ability which grants a dodge bonus to AC when wielding a longsword or rapier. How can I check this in a script?
 
Another question: I have a list of new weapon properties. When I create a custom magic item in HL I can use them. But how can I use them in the Magic weapon editor? Didn#t find any possibility to use them. Or have I bootstrapped them manually?
 
The "Singer of the Blades" Archetyp has the "Song of Blades Style" Ability which grants a dodge bonus to AC when wielding a longsword or rapier. How can I check this in a script?

Add a longsword/rapier, right click and show the tags on it. Now equip and unequip it, what tags get added when equipped? Is there one that appears regardless of which hand equips it?

Now you can do a foreach on your class ability looking through the weapons that are equipped. If the equipped weapon is either a longsword or rapier, then have it add the dodge bonus.
 
Another question: I have a list of new weapon properties. When I create a custom magic item in HL I can use them. But how can I use them in the Magic weapon editor? Didn#t find any possibility to use them. Or have I bootstrapped them manually?

I'm not exactly clear on what you are asking but I will take a whack at it. If you mean you are creating a specific magic weapon in the editor (for example, the Sunsword) and you want to add magic weapon powers (for example, keen, or any other ones you have made custom), you should bootstrap them to the weapon. Does that answer your question?
 
Add a longsword/rapier, right click and show the tags on it. Now equip and unequip it, what tags get added when equipped? Is there one that appears regardless of which hand equips it?

Now you can do a foreach on your class ability looking through the weapons that are equipped. If the equipped weapon is either a longsword or rapier, then have it add the dodge bonus.

Do you know if there is an example i can look at?
 
I'm not exactly clear on what you are asking but I will take a whack at it. If you mean you are creating a specific magic weapon in the editor (for example, the Sunsword) and you want to add magic weapon powers (for example, keen, or any other ones you have made custom), you should bootstrap them to the weapon. Does that answer your question?

This is what i was looking for.
 
I'm not exactly clear on what you are asking but I will take a whack at it. If you mean you are creating a specific magic weapon in the editor (for example, the Sunsword) and you want to add magic weapon powers (for example, keen, or any other ones you have made custom), you should bootstrap them to the weapon. Does that answer your question?

My bad, if you bootstrap Keen to the item, it shows no effect and gives an error, if you bootstrap it to the gizmo it has an effect but still gives an error. It looks like this is something you should just add the power text to the item's description and any appropriate eval scripts on the item itself. Perhaps later we will have something better arranged.
 
Compare the barbarian's save progressions on pg 32 of the core rulebook to the arcane archer's save progressions on pg 375 of the core rulebook
 
You can write a script that adds the difference between them.

Personally, I'd say the 3PP was wrong to not use the proper progression when making a Pathfinder class, and just use what's in HL. If the class is 3.5 to begin with, I'd consider the class in need of a Pathfinder update.
 
Hi, I have a feat with a usage 1/day. The feat is selectable multiple times.

I marked the "Show in tracked ressources list?", a total charge of 0 and a usage periode /day:

I used a pre-attribute script:

#trkmax[fXXXX] += 1

When I add the feat 3 times, I have the correct entry in the list of "feat XXXX (3/day)"; but I have 2 additional entries (with no uses/day).

How can I suppress these entries?
 
You could create a simple tracker ability and set it's uniqueness to Add Once or Unique. Bootstrap that to your feat and have the script add to that thing's trkMax
 
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