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3.5 Gunslinger

Greylin

Well-known member
Hi,

Black powder has been discovered in our 3.5 campaign, so we are adding Musketeer class based on a lightly-modified Gunslinger from Pathfinder.

My coding ability is limited - if I can find an ability that is similar to what I'm trying to code I can generally make it work.

Can you suggest any 3.5 abilities that approximate gunslinger abilities that I could refer to in order to copy and amend?

- Gun Training: Dex bonus to damage on specific weapons
- Grit: Adding a Tracked Resource based on Wis bonus (I currently hard-coded it for the 1 character in play)

Is there a way to access Pathfinder files to cut and paste code without buying the license?

With best regards,

Greylin

PS I was able to get the Nimble ability (+1 dodge bonus to AC in light / no armour) by adapting the Dervish ability
 
Last edited:
Is there a way to access Pathfinder files to cut and paste code without buying the license?

Access - Yes. Load up Pathfinder and start the editor. You can look at most abilities to see how they were put together in PF. Eg: Grit is a Class Special. You can try and copy the scripts, etc across to d20, but the systems aren't the same, so don't be surprised if you get a bunch of errors.
 
For dex to damage, look at the Shadow Blade feat from Time of Battle. For a thing with Wis charges, use this
Code:
timing=post attributes
field[hTotal].value = #attrmod[aWIS]
 
For dex to damage, look at the Shadow Blade feat from Time of Battle. For a thing with Wis charges, use this
Code:
timing=post attributes
field[hTotal].value = #attrmod[aWIS]

Thank you; this was spot-on.

Grit is sorted - added as a counter that calculates Wis bonus.

I set up Gun Training as Class Specials (5th, 9th, 13th, 17th) that give a free Show-only Feat that applies the Dex bonus to damage:

Code:
~ If we're disabled, do nothing
      doneif (tagis[Helper.FtDisable] <> 0)

      ~ Set focus from the drop down or the Target.? tag
      var id   as string
      var name as string
      call fTargetId
      ~ We can't do anything without a unique id
      doneif (empty(id) <> 0)

      ~ Assign the appropriate tag to all weapons that meet the criteria
      foreach pick in hero where "IsWeapon." & id
eachpick.field[wDamBonus].value += hero.child[aDEX].field[aModBonus].value
        nexteach

It seems there must be a way to get the bonus applied directly in the Class Special using the Dropdown Selection Setup but I couldn't figure out how to pass the Dropdown through to the weapon.

Any guidance is welcome!

With best regards,

John / Greylin
 
The Shadow Blade feat is built with "feat" language that only affects a specific weapon (hence the dropdown), so using the lines directly won't translate properly.

I'd go ahead and change the lines to this:

Code:
doneif (tagis[Helper.ShowSpec] = 0)

foreach pick in hero from BaseWep where "thingid.wGun1 | thingid.wGun2 | ..."
eachpick.field[wDamBonus].value += #attrmod[aDEX]
nexteach

Just substitute the appropriate weapon ID for the "wGun1" and "wGun2" areas. Repeat the sample lines for each weapon you want the bonus to apply to.
 
I want to maintain the drop-down to select the specific weapon (e.g., Pistol, Dragon Pistol, Coat Pistol, etc.). I can enable that in the Dropdown Selection Setup in the class special. How would I capture that so the weapon IDs are not hard-coded in the ability?
 
I want to maintain the drop-down to select the specific weapon (e.g., Pistol, Dragon Pistol, Coat Pistol, etc.). I can enable that in the Dropdown Selection Setup in the class special. How would I capture that so the weapon IDs are not hard-coded in the ability?
You will need to add the same "tag" to each of these guns. I would recommend using the wGroup.? tag group which is under the 'Group' button in the editor. Then you can create a new tag of say wGroup.GrGuns or something. I added "GR" to represent your special two character unique user iD. You always want to do that to prevent clashing with official or community Thing ID's. You can also setup your user id value in the editor by going to "Tools->Set User Identifier".

Then once created and added to all the weapons. Your custom expression for the dropdown can be:
Code:
component.BaseWep & wGroup.GrGuns
 
Hi,

Our gunslinger reach 5th level so now gets this feat. The feat appeared to work fine when I tested it 2 years ago but in hindsight I never tested re-loading a character with the ability. Sure enough, when I save and re-load the character I get the error, "Pick fMskGunTra has been orphaned as it can no longer be added to the portfolio" (fMskGunTra is my ShowOnly Feat which is called by the Class Special at 5, 9, 13, 17 levels). I get the error four times (once for each time the Class Special calls the Feat at 5, 9, 13, 17 levels).

In the character sheet, the feat still appears under the class tab (with a pull-down weapon list which keeps its state) and also under the Feat tab - also with a pull-down weapon list but this does NOT keep its state.

Note the character otherwise appears to work, and as long as I re-select the weapon in the Feat pull-down list each time I re-load it still calculates correctly - so it's not a game-breaking error. But it's annoying!

Can you give me any tips of anything to look at?
 
Hi,

Our gunslinger reach 5th level so now gets this feat. The feat appeared to work fine when I tested it 2 years ago but in hindsight I never tested re-loading a character with the ability. Sure enough, when I save and re-load the character I get the error, "Pick fMskGunTra has been orphaned as it can no longer be added to the portfolio" (fMskGunTra is my ShowOnly Feat which is called by the Class Special at 5, 9, 13, 17 levels). I get the error four times (once for each time the Class Special calls the Feat at 5, 9, 13, 17 levels).

In the character sheet, the feat still appears under the class tab (with a pull-down weapon list which keeps its state) and also under the Feat tab - also with a pull-down weapon list but this does NOT keep its state.

Note the character otherwise appears to work, and as long as I re-select the weapon in the Feat pull-down list each time I re-load it still calculates correctly - so it's not a game-breaking error. But it's annoying!

Can you give me any tips of anything to look at?

I'm afraid I'm not very good at debugging unless I can see what's happening. Any chance you can attach the user file so I can take a look?
 
Thank you.

User file attached. I had to zip it as it's 2.1MB uncompressed (!)

Class is called Musketeer; class special is Gun Training which is added at 5th level.

The problem here is the use of "Show Only". This tag isn't intended for things that get added to the hero. They're intended for using as a separator in lists. It doesn't look like d20 actually makes use of this, but I think it would be used for separating long lists into categories (ie potions, wands, rings, etc).

Remove the Show Only tag. What you really want here is the Helper Thing Only tag. This will allow the feat to be added to the hero but not show up in various feat lists. I think this is what you're looking for.

That said, I'm not actually clear on why you need to call a feat in the first place. It seems to me the Class Special can handle anything the feat would do in this case. Also, you can use a Custom Expression (for either feat or class special) to reduce the options in the dropdown menu to firearms only:

Code:
component.BaseWep & IsWeapon.wFirearms

This, of course, relies on all firearms weapons being tagged properly, but just thought I'd point it out.
 
Thank you - removing the Show Only tag fixed the error.

Can you remind me how to tag a class of weapons? Should I use Group? Counts as Weapon? Other?
 
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