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ShadowChemosh
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Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 2nd, 2010, 08:51 PM
Spell: Blessing of Fervor
This spells has several different versions of itself but only two that can apply different buffs. I made it be two separate Things as I think that is easier to just select the one you want then to figure out some drop down box to select from after you select the spell. At least my thought anyways.

Code:
  <thing id="pS2BleFer1" name="Blessing of Fervor: Movement" description="With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).\n\nIncrease its speed by 30 feet." compset="InPlay">
    <fieldval field="pDuration" value="1 round/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    <eval phase="PostAttr" priority="5000"><![CDATA[
~if we're not active, just get out now
doneif (field[pIsOn].value = 0)

~Increase our speed by 30ft
hero.child[Speed].field[Bonus].value += 30]]></eval>
    </thing>
  <thing id="pS2BleFer2" name="Blessing of Fervor: Bonus" description="With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).\n\nGain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves." compset="InPlay">
    <fieldval field="pDuration" value="1 round/level"/>
    <fieldval field="pMinimum" value="2"/>
    <fieldval field="pMaximum" value="2"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~if we're not active, just get out now
doneif (field[pIsOn].value = 0)

~ Add to our armor class
hero.child[ArmorClass].field[tACDodge].value += field[pAdjust].value
~ Add to our attack bonus
hero.child[Attack].field[Bonus].value += field[pAdjust].value
~ Add to our Reflex save
#applybonus[Bonus,hero.child[svRef],field[pAdjust].value]]]></eval>
    </thing>

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