Lone Wolf Development Forums  

Go Back   Lone Wolf Development Forums > Hero Lab Forums > HL - Pathfinder Roleplaying Game
Register FAQ Community Today's Posts Search

Notices

Reply
 
Thread Tools Display Modes
Farling
Senior Member
 
Join Date: Mar 2013
Location: Greater London, UK
Posts: 2,623

Old April 1st, 2017, 11:03 AM
Quote:
Originally Posted by Quintain View Post
The 2nd-ary disciplines that are already created will need to be changed to be primary custom abilities, and we'll need to edit the name so that the user will understand that these are for the dual disciple archetype only (or make it available only to the dual disciple archetype -- which I think it may already be). Then we'll be able to use the 2nd-ary custom abilities for the additional discipline mythic ability, and the 3rd-ary custom abilities for the extra discipline power lists.
Maybe a look at how the Ranger Favoured Enemy class feature is implemented would help with this primary/secondary control?
Farling is offline   #1141 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old April 1st, 2017, 01:42 PM
Quote:
Originally Posted by Quintain View Post
The 2nd-ary disciplines that are already created will need to be changed to be primary custom abilities, and we'll need to edit the name so that the user will understand that these are for the dual disciple archetype only (or make it available only to the dual disciple archetype -- which I think it may already be).
I don't agree with this plan. If we are going to fix this then lets do it correctly and not have to "duplicate" all Disciplines twice. In addition we should keep to the solutions we already have in Pack that gamers are using.

The Psychic Warrior at level 9 chooses a 2nd Warrior's Path ability. At that time the gamer gets a new drop-down on the path abilities that require them to select one as Primary and one as Secondary. I would prefer we did the same in this case. The Primary one gets the abilities at 2,8,14 & 20. The secondary discipline gains abilities at 10 & 15th level and the 14 & 20th level abilities are disabled.

The logic can easily be stored in a new Procedure so that its easy to change or fix. Plus easy to add to all the disciplines. This prevents the need of having duplicates of every discipline.

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.
ShadowChemosh is offline   #1142 Reply With Quote
Quintain
Senior Member
 
Join Date: Feb 2012
Posts: 546

Old April 1st, 2017, 08:26 PM
Quote:
Originally Posted by ShadowChemosh View Post
I don't agree with this plan. If we are going to fix this then lets do it correctly and not have to "duplicate" all Disciplines twice. In addition we should keep to the solutions we already have in Pack that gamers are using.

The Psychic Warrior at level 9 chooses a 2nd Warrior's Path ability. At that time the gamer gets a new drop-down on the path abilities that require them to select one as Primary and one as Secondary. I would prefer we did the same in this case. The Primary one gets the abilities at 2,8,14 & 20. The secondary discipline gains abilities at 10 & 15th level and the 14 & 20th level abilities are disabled.

The logic can easily be stored in a new Procedure so that its easy to change or fix. Plus easy to add to all the disciplines. This prevents the need of having duplicates of every discipline.
Ok, this works too.
Quintain is offline   #1143 Reply With Quote
Skarn
Member
 
Join Date: Jun 2016
Location: KS, USA
Posts: 39

Old April 2nd, 2017, 03:29 AM
Eberron Bug Report (Community Pack v1.7)

I just noticed something else missing on the Dolgaunt. I don't see any indication in Hero Lab that the Dolgaunt's tentacles have 10' Reach (Eberron Campaign Setting, p. 281).
Skarn is offline   #1144 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old April 2nd, 2017, 06:56 AM
Quote:
Originally Posted by Quintain View Post
Ok, this works too.
I am thinking it maybe best to encapsulate this logic with a new specific Thing Type called a "Discipline". I can then more easily hide the script logic being done and have a simple new "editor" tab actually. That would allow for creating new future disciplines or house-rule disciplines to be made very easily.

Let me take a look into that today.

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.
ShadowChemosh is offline   #1145 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old April 2nd, 2017, 07:17 AM
Quote:
Originally Posted by Skarn View Post
Eberron Bug Report (Community Pack v1.7)

I just noticed something else missing on the Dolgaunt. I don't see any indication in Hero Lab that the Dolgaunt's tentacles have 10' Reach (Eberron Campaign Setting, p. 281).
This is because unlike today no real feature existed in HL to designate one attack had a different reach than standard.

I have added it to the list to be enhanced...

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.
ShadowChemosh is offline   #1146 Reply With Quote
Quintain
Senior Member
 
Join Date: Feb 2012
Posts: 546

Old April 2nd, 2017, 07:22 AM
Quote:
Originally Posted by ShadowChemosh View Post
I am thinking it maybe best to encapsulate this logic with a new specific Thing Type called a "Discipline". I can then more easily hide the script logic being done and have a simple new "editor" tab actually. That would allow for creating new future disciplines or house-rule disciplines to be made very easily.

Let me take a look into that today.
Sounds like a plan. With your concept, I'd like to see if we can implement the "partial disciplines" that comes with the mythic abilities.. otherwise, I'll implement them as secondary abilities, instead.
Quintain is offline   #1147 Reply With Quote
Skarn
Member
 
Join Date: Jun 2016
Location: KS, USA
Posts: 39

Old April 2nd, 2017, 01:03 PM
Quote:
Originally Posted by ShadowChemosh View Post
This is because unlike today no real feature existed in HL to designate one attack had a different reach than standard.

I have added it to the list to be enhanced...
Your work is greatly appreciated.
Skarn is offline   #1148 Reply With Quote
Quintain
Senior Member
 
Join Date: Feb 2012
Posts: 546

Old April 2nd, 2017, 02:11 PM
I just noticed something from last nights game. The Cryptic's Disrupt Pattern qualifies as a weapon -- yet with feats like weapon focus, deadly aim, smite, etc it doesn't auto-calculcate the additional feat effects.

How would we implement being able to apply these effects.. I presume it's similiar to something like the mind bolt, although it's considered to be a ray-like weapon.
Quintain is offline   #1149 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old April 3rd, 2017, 11:16 AM
Quote:
Originally Posted by Quintain View Post
I just noticed something from last nights game. The Cryptic's Disrupt Pattern qualifies as a weapon -- yet with feats like weapon focus, deadly aim, smite, etc it doesn't auto-calculcate the additional feat effects.

How would we implement being able to apply these effects.. I presume it's similiar to something like the mind bolt, although it's considered to be a ray-like weapon.
With allot more scripting that is how. Its a weapon yes but we have taken full control over the damage dice values. Meaning all those "bonuses" will have to be manually calculated into the total.

Deadly Aim by the rules does not affect Disrupt Pattern because its a Touch Attack and Deadly Aim does not work with touch attacks. So we need to carefully verify what really needs to be added please.

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.
ShadowChemosh is offline   #1150 Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -8. The time now is 08:06 AM.


Powered by vBulletin® - Copyright ©2000 - 2024, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.