Quote:
Originally Posted by GLBIV
I thought it may be that the race types needed to be tweaked, since the BAB and saves are already called from them.
I wonder if a script setting CR as HD/4 on the plant type, for example, would do the trick?
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I think it takes more than that, because like I said earlier, every time you add "Extra HD" it adds 1 to the CR regardless of type. So you have to account for that. Here's a possible solution (done for Aberration):
Code:
~ Add appropriate CR
var crbonus as number
crbonus = hero.childfound[cHelpEHD].field[cTotalLev].value
crbonus = round(crbonus/4,0,-1)
crbonus = crbonus - hero.childfound[cHelpEHD].field[cTotalLev].value
herofield[tCR].value += crbonus
The number in
red is the one to change for each type. Otherwise, you should just be able to copy and paste through each of the types in the "MM -Creature types Compiled.user". I added this script to the bottom of the third eval script. I'm going to go through and make the changes for all types then post the file here for you to download. You can then take it and let me know what you think.