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ShadowChemosh
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Old November 23rd, 2010, 09:50 PM
Spell: Aid
Code:
  <thing id="pAid" name="Aid" description="Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).\n\n{B}Note:{/b} Use the counter to set the number of temporary hit points and as you take damage lower the counter to show losing the temporary hit points first." compset="InPlay">
    <fieldval field="pMinimum" value="0"/>
    <fieldval field="pMaximum" value="18"/>
    <fieldval field="pDuration" value="1 min./level"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="Final" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give Bonus HP
herofield[tCurrentHP].value += field[pAdjust].value]]></eval>
    <eval phase="PreLevel" priority="10000" index="2"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a MORALE bonus to hit to all weapons
#applybonus[BonMorale,hero.child[Attack],1]]]></eval>
    </thing>

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
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- d20 HL package volunteer editor.

Last edited by ShadowChemosh; November 24th, 2010 at 09:34 PM.
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ShadowChemosh
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Old November 23rd, 2010, 09:55 PM
Spell: Cloak of Shade
Code:
  <thing id="pCloakOfSh" name="Cloak of Shade" description="This spell provides the subject with some degree of protection from the harmful effects of the sun. The cloaked subject treats environmental heat due to sun exposure as one level less: severe heat is considered very hot conditions, while very hot is considered average temperature (see page 444 of the {I}Core Rulebook{/i} for heat dangers). The cloak of shade also reduces any penalties from sunlight by 1. The spell does not, however, eliminate the effects of direct sunlight on creatures vulnerable to sunlight. {i}Cloak of shade{/I} has no effect on environmental heat from sources other than the sun." compset="InPlay">
    <fieldval field="pDuration" value="1 hour/level (D)"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    </thing>

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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ShadowChemosh
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Old November 23rd, 2010, 09:57 PM
Quote:
Originally Posted by Steev42 View Post
Well, I did it for myself, so I may as well share.
Awesome job. Have to say that if each person just did one spell the CORE book would be done in no time.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
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Steev42
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Old November 24th, 2010, 12:11 PM
That they would.

Out of curiosity, I was working on Aid (thinking much the same as you) before I saw yours. I'm still new at this, so I want to ask--why did you separate ranged and melee attacks instead of just using Attack Bonus? Also, does HeroLab currently watch bonus types to prevent invalid stacking? And finally, why did you put Aid in the Final phase?
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ShadowChemosh
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Old November 24th, 2010, 01:24 PM
Quote:
Originally Posted by Steev42 View Post
That they would.

Out of curiosity, I was working on Aid (thinking much the same as you) before I saw yours
Hmm I needed this for my own games so figured I would do it quick. If you have plans to do stuff for the CORE book I will stay out of those then.

Quote:
Originally Posted by Steev42 View Post
I'm still new at this, so I want to ask--why did you separate ranged and melee attacks instead of just using Attack Bonus?
In my test changing Attack Bonus actually changed the character sheet from the point of view of BAB(Base Attack Bonus). So in example a level 1 cleric with Aid or Bless would suddenly show that they had a BAB of +1 which is not correct. By giving it to Melee/Ranged separately I didn't run into that issue. Hmm I have a this feeling Mathias is going to correct me here, but that is my logic.

Quote:
Originally Posted by Steev42 View Post
Also, does HeroLab currently watch bonus types to prevent invalid stacking?
No you have to do that yourself using the Maximum function. In the above cases their is no Specific type of bonuses to track when using Melee/Ranged so no way to use it, but if their is for other Things and then the script would look something like this:
Code:
field[LuckBonus].value = Maximum(field[LuckBonus].value,NewBonus)
This way either the existing bonus or the new bonus value would get used instead of stacking them together.

Quote:
Originally Posted by Steev42 View Post
And finally, why did you put Aid in the Final phase?
I did that as in testing it was the only phase where adding to tCurrentHP would actually adjust it. Seemed using any phase before then would cause the value I placed in tCurrentHP to simply be over written with zero.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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Mathias
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Old November 24th, 2010, 04:31 PM
Quote:
Originally Posted by ShadowChemosh View Post
In my test changing Attack Bonus actually changed the character sheet from the point of view of BAB(Base Attack Bonus). So in example a level 1 cleric with Aid or Bless would suddenly show that they had a BAB of +1 which is not correct. By giving it to Melee/Ranged separately I didn't run into that issue. Hmm I have a this feeling Mathias is going to correct me here, but that is my logic.
The Attack bonus displayed on the Basics summary is not the BAB - it's the modified attack bonus - it includes things like size modifiers to hit and attack bonuses to all weapons, so I'd say use a generic Bonus here (or rather, BonMorale, since the spell adds a Morale bonus).


Quote:
Originally Posted by ShadowChemosh View Post
No you have to do that yourself using the Maximum function. In the above cases their is no Specific type of bonuses to track when using Melee/Ranged so no way to use it, but if their is for other Things and then the script would look something like this:
Code:
field[LuckBonus].value = Maximum(field[LuckBonus].value,NewBonus)
This way either the existing bonus or the new bonus value would get used instead of stacking them together.
Remember that the #applybonus[] and #applypenalty[] macros are here to help you with this:

Code:
 
#applybonus[BonMorale, hero.child[Attack], 1]
will give you a +1 morale bonus to all attacks that will stack correctly with other morale bonuses to attack. (There's a maximum function inside the macro)

Last edited by Mathias; November 24th, 2010 at 04:36 PM.
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Mathias
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Old November 24th, 2010, 04:36 PM
Steev42, a note about Expeditious retreat - the speed bonus is actually an enhancement bonus, so instead of adding a flat value:

Code:
 
#applybonus[BonEnhance, hero.child[Speed], field[pAdjust].value]
(or this - there's a specific macro for enhancement bonuses):

Code:
 
#enhancement[hero.child[Speed], field]pAdjust].value]
In the editor, select the help menu, "Help on Using the Editor", then find the "Reference Information" link in the page that pops up - that's where this sort of thing is discussed.

Thank you both for adding these spells.
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ShadowChemosh
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Old November 24th, 2010, 09:43 PM
Quote:
Originally Posted by Mathias View Post
(There's a maximum function inside the macro)
I didn't actually know that. That makes that macro REALLY useful then.

Spell: Defile Armor
Code:
  <thing id="pDefileArm" name="Defile Armor" description="As {I}sanctify armor{/i}, except you gain DR 5/good when using your judgment or smite ability." compset="InPlay">
    <fieldval field="pMinimum" value="5"/>
    <fieldval field="pMaximum" value="5"/>
    <fieldval field="pDuration" value="1 minute/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <bootstrap thing="xDamRdGood"></bootstrap>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Apply DR 5/good to the hero
#applydr[xDamRdGood,field[pAdjust].value]]]></eval>
    </thing>

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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ShadowChemosh
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Old November 24th, 2010, 10:52 PM
Spell: Divine Vessel: Anarchic aspect
-Going to break this spell up into 4 pieces.
Code:
  <thing id="pDivVesAna" name="Divine Vessel: Anarchic aspect" description="You accept otherworldly energies into your body and transform. Your height doubles and your weight increases by a factor of eight. Your features shift into those of a cold and alien being of logic, a creature of primal chaos, an angelic presence, or a fiendish monster, as chosen by you. You gain a +6 size bonus to Strength and Constitution, a +3 natural armor bonus, darkvision 60 ft., and SR of 12 + your caster level{I}(Use Counter to set your CL){/i}. These modifiers replace the normal modifiers for increasing your size. The size modifier for AC, attacks, CMB, and CMD changes as appropriate for your new size category. This spell doesn’t change your base speed. Determine space and reach as appropriate for your new size.\n\nIf insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see page 175 of the Core Rulebook for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you--the spell cannot crush you by increasing your size.\n\nAll equipment you wear or carry is similarly enlarged by this spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.\n\n{B}Anarchic aspect:{/b} You gain the following abilities: an additional +2 bonus to Constitution, DR 10/lawful, resist acid 10, electricity 10, and sonic 10, a +4 bonus on saves against poison, blindsense 30 feet, and a fly speed of 60 feet (good maneuverability). You gain a bite attack dealing 2d6 points of damage. Your natural weapons and any weapons you wield are considered chaotic-aligned for the purpose of overcoming damage resistance." compset="InPlay">
    <fieldval field="pDuration" value="1 round/level (D)"/>
    <fieldval field="pMinimum" value="16"/>
    <fieldval field="pMaximum" value="20"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <bootstrap thing="xDamRsElec"></bootstrap>
    <bootstrap thing="xFly">
      <autotag group="Maneuver" tag="Good"/>
      </bootstrap>
    <bootstrap thing="wBite">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      <autotag group="wMain" tag="1d8_6"/>
      <autotag group="Helper" tag="NatSizeDmg"/>
      </bootstrap>
    <bootstrap thing="rBlindsen"></bootstrap>
    <bootstrap thing="xDamRdLaw"></bootstrap>
    <bootstrap thing="xDamRsAcid"></bootstrap>
    <bootstrap thing="xDamRsSoni"></bootstrap>
    <bootstrap thing="xSplRs"></bootstrap>
    <bootstrap thing="raDarkVis">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <eval phase="First" priority="20000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Apply DR 10/lawful to the hero
#applydr[xDamRdLaw,10]
~ Apply Energy Resistance
#applyresist[xDamRsAcid, 10]
#applyresist[xDamRsSoni, 10]
#applyresist[xDamRsElec, 10]
~ Apply Spell Resistance
field[abValue].value = 12 + field[pAdjust].value
#applysr[field[abValue].value]

~ Add to size - must come after race and template size set
herofield[tSize].value += 1

~ Increase the size of all our equipment by 1 apart from 
~ unarmed strike, which changes automatically
foreach pick in hero from MyGear where "!wCategory.Unarmed"
   eachpick.field[gSizeMod].value += 1
nexteach

~change the size of our natural weapons
foreach pick in hero from BaseNatWep where "!Helper.NatSizeDmg"
   perform eachpick.assign[Helper.DamageUp]
nexteach
      
~ Bonus to Str and Con
hero.child[aSTR].field[Bonus].value += 6
hero.child[aCON].field[Bonus].value += 8
~ Increase Natural AC by 3
hero.child[ArmorClass].field[tACNatural].value += 3
~ Give Fly speed
#applyvalue[xFly, 60]
~ Set Blindsense distance
#applyvalue[rBlindsen, 30]]]></eval>
    </thing>

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.

Last edited by ShadowChemosh; November 26th, 2010 at 07:38 PM. Reason: Minor Fix with Natural Weapon Size up.
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ShadowChemosh
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Old November 24th, 2010, 11:14 PM
Spell: Blessing of Courage and Life
Code:
  <thing id="pBlessCoLi" name="Blessing of Courage and Life" description="With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect lasts, the target receives a +2 morale bonus on saving throws against fear and death effects. At any time while the spell is in effect, the target can choose to end the spell as a swift action for a burst of healing energy. The target loses the saving throw bonus, but is healed of 1d8 points of damage +1 point per caster level (maximum +10)." compset="InPlay">
    <fieldval field="pDuration" value="1 minute/level (see text)"/>
    <fieldval field="pMinimum" value="2"/>
    <fieldval field="pMaximum" value="2"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    </thing>

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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