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radionausea
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Join Date: Apr 2012
Location: London, England
Posts: 176

Old December 7th, 2013, 03:05 AM
Hi Guys,

I'm trying to input the Stalker class from Path of War. I'm having a lot of difficulties due to it being fiddly and having a new mechanic but that aside I'd like to know how to input this ability because right now it's beyond me.


Quote:
Originally Posted by Critical Edge
The stalker’s deadly efficiency in combat allows him to increase the critical threat range of any weapon he wields by +1. This bonus is applied after abilities such Improved Critical or the keen weapon property and cannot be doubled.
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ShadowChemosh
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Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old December 7th, 2013, 08:25 AM
You will need to run a script after the Helper.Keen tag causes the increased threat range. Then adjust the wCrit.? tag by one.

One of my adjustments allows you to adjust crit ranges my advice is take a look at that script as it will get you close.

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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radionausea
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Join Date: Apr 2012
Location: London, England
Posts: 176

Old December 7th, 2013, 10:27 AM
Thanks!

On a related note I saw on the path of war thread over on the paizo forums that you were in the process of adding the warlord yourself. What did you decide on for the mechanism for adding the Martial Disciplines? I've started using Spell Schools but it seems clunky.
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ShadowChemosh
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Old December 7th, 2013, 12:38 PM
Quote:
Originally Posted by radionausea View Post
Thanks!

On a related note I saw on the path of war thread over on the paizo forums that you were in the process of adding the warlord yourself. What did you decide on for the mechanism for adding the Martial Disciplines? I've started using Spell Schools but it seems clunky.
I used a Configurator and Abilities. Then I wrote my own mechanics for the Maneuvers. So far its working really nicely actually.

Here is the new Tab:
Image2.jpg

Here is a list of the maneuvers and the info. Now the cool part is that the top half of the text is NOT on the ability. Its controlled by the new framework I wrote and can be easily adjusted by changing the text on the new tags below. This allows me to enter the maneuvers/stances using tags to control everything just like a spell. This gives me allot of flexibility and makes it work 99% exactly like it should.
Image3.jpg

I also created a whole slew of new Custom Tags to control the new classes and the Maneuvers and Stances. This way you can select your Maneuvers and turn on the correct number that are active. These then appear in the "In-Play" tab and can be turned on/off.

Here is a list of the new tags:
Code:
<!-- ============================================== -->
<!-- CUSTOM GROUPS AND TAGS FOR PATHS OF WAR        -->
<!-- ============================================== -->
  <!-- Path of War custom tags -->
  <group id="PathOfWar" name="Path of War">
    <value id="Config"      name="Configurable"/>
    <value id="selDisc"     name="Configurable"/>
    <value id="Manuever"    name="Manuever"/>
    <value id="ManueverOn"  name="Manuever Readied"/>
    <value id="Class"       name="Class"/>
    <value id="Stance"      name="Stance"/>
    <value id="StanceOn"    name="Stance Activated"/>    
    <value id="StanceUp"    name="Stance Allowed Up"/>
  </group>

  <!-- Martial Discipline custom tags -->
  <group id="Discipline" name="Martial Discipline" dynamic="yes">
    <value id="CresceWind"  name="Crescent Wind"/>
    <value id="PrimalFury"  name="Primal Fury"/>
    <value id="GoldenLion"  name="Golden Lion"/>
    <value id="ScarletThr"  name="Scarlet Throne"/>
    <value id="SolarWind"   name="Solar Wind"/>
    <value id="SteelSerp"   name="Steel Serpent"/>
    <value id="ThrashDrag"  name="Thrashing Dragon"/>
  </group>

  <!-- Has Manuever tags inherited from the discipline level group -->
  <group id="HasMan" 
    name="Has Manuever"
    inherit="Discipline">
  </group>

  <!-- Maneuver Type custom tags -->
  <group id="mType" name="Maneuver Type">
    <value id="Boost"       name="Boost"/>
    <value id="Counter"     name="Counter"/>
    <value id="Strike"      name="Strike"/>
    <value id="Stance"      name="Stance"/>
  </group>

  <!-- Manuever Descriptor tags inherited from the spells Descriptor group -->
  <group id="mDescript"
    name ="Manuever Descriptor"
    inherit="sDescript">
  </group>

  <!-- Manuever Level tags inherited from the spells level group -->
  <group id="mLevel" 
    name ="Manuever Level"
    inherit="sLevel">
  </group>

  <!-- Initiation Action custom tags -->
  <group id="mInitAct" name="Initiation Action" dynamic="yes">
    <value id="Swift1"      name="1 Swift Action"/>
    <value id="Standard1"   name="1 Standard Action"/>
    <value id="Immed1"      name="1 Immediate Action"/>
    <value id="Full1"       name="1 Full Round Action"/>
  </group>

  <!-- Manuever Range custom tags -->
  <group id="mRange" name ="Manuever Range" dynamic="yes">
    <value id="Adjacent"    name="Adjacent ally"/>
    <value id="AllAdj"      name="All adjacent allies"/>
    <value id="AnyAttack"   name="Any attack"/>
    <value id="Close"       name="Close (25ft + 5ft./2 levels)"/>
    <value id="Medium"      name="Medium (100ft + 10ft./level)"/>
    <value id="Long"        name="Long (400ft + 40ft./level)"/>
    <value id="Melee"       name="Melee Attack"/>
    <value id="Ranged"      name="Ranged Attack"/>
    <value id="RangeInc"    name="Weapon's first range increment"/>
    <value id="Touch"       name="Touch Attack"/>
    <value id="Personal"    name="Personal"/>
    <value id="5"           name="5ft"/>
    <value id="10"          name="10ft"/>
    <value id="15"          name="15ft"/>
    <value id="30"          name="30ft"/>
    <value id="60"          name="60ft"/>
  </group>

  <!-- Manuever Save tags inherited from the spells save group -->
  <group id="mSave" 
    name ="Manuever Save"
    inherit="sSave">
  </group>

  <!-- Maneuver Target custom tags -->
  <group id="mTarget" name="Maneuver Target" dynamic="yes">
    <value id="Adjacent1"   name="One adjacent ally"/>
    <value id="Allies"      name="Allied creature(s)"/>
    <value id="Ally1"       name="One allied creature"/>
    <value id="AnyAttack"   name="Any attack"/>
    <value id="Area"        name="Area of Effect"/>
    <value id="Attack"      name="One Attack"/>
    <value id="Burst"       name="Burst: Area of Effect"/>
    <value id="Cone"        name="Cone Shaped Area"/>
    <value id="Creature1"   name="One Creature"/>
    <value id="Creature3"   name="Up to three creatures"/>
    <value id="Creature4"   name="Up to four creatures"/>
    <value id="CreAlly1"    name="One creature and one adjacent ally"/>
    <value id="Emanation"   name="Emanation: Area of Effect"/>
    <value id="Effect"      name="Effect"/>
    <value id="Line"        name="Line of Effect"/>
    <value id="Spread"      name="Spread: Area of Effect"/>
    <value id="Space5"      name="5ft space"/>
    <value id="SeeDesc"     name="See description"/>
    <value id="Target"      name="Target or Targets"/>
    <value id="You"         name="You"/>
    <value id="10x10Sq"     name="10ft by 10ft square"/>
    <value id="1or2Target"  name="One or two targets"/>
  </group>

  <!-- Maneuver Duration custom tags -->
  <group id="mDuration" name="Maneuver Duration" dynamic="yes">
    <value id="AttrRounds"  name="Rounds equal to initiator attribute modifier"/>
    <value id="Stance"      name="Stance"/>
    <value id="Special"     name="Special"/>
    <value id="EndOfTurn"   name="End of Turn"/>
    <value id="NextTurnTa"  name="Until target's next turn"/>
    <value id="Instant"     name="Instantaneous"/>
    <value id="Round1"      name="One round"/>
    <value id="Round3"      name="Three rounds"/>
    <value id="Round1d4"    name="1d4 rounds"/>
    <value id="Round1d6"    name="1d6 rounds"/>
    <value id="Minute"      name="Minute"/>
    <value id="Minute10"    name="10 Minutes"/>
    <value id="Hour"        name="Hour"/>
    <value id="Day"         name="Day"/>
    <value id="Turn1"       name="One turn"/>
    <value id="PerLevel"    name="Per Level"/>
    <value id="PerLevel2"   name="2 initiator levels"/>
    <value id="None"        name="No Duration"/>
  </group>
I had hoped to get it documented well enough to give to the community but of course time has not let me do that. I am nervous about releasing it right now because you would have to have a very in-depth of HL scripting to work with it. As more people want these classes maybe I will try and write something up so that people can use what I created. Really adding new classes and new maneuvers/stances would not be hard and I have all the ones that came with the Warlord in the playtest done.

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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radionausea
Senior Member
 
Join Date: Apr 2012
Location: London, England
Posts: 176

Old December 7th, 2013, 12:43 PM
I don't have an in-depth knowledge of HL at all, I was just playing around today making a shell of the Stalker and decided to try and make Disciplines work - it didn't work. Glad to see you've got a solution that is working though, look forward to seeing a finished copy some time.
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