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5e Dragonborn to 3.5e script help!

It has been a long time idea of mine to write up a Dragonborn race into 3.5 that's more like the 5e Dragonborn rather then the 3.5e "Dragonborn of Bahamat" template. Full ability to pick your color type and all. That has proven to be beyond my abilities to code. I'm a super beginner. Has anyone does this by chance? I'm essentially looking for the 5e to be put into 3.5 at the minimum. I should be able to tweak it myself. Any Challenge takers? Thanks!

Only had a handful of posts, obligatory....I hope this wasn't in the wrong place and I don't see it anywhere else. Help appreciated!
 
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Thanks for responding Sendric, i've seen you around.
So I first am trying to go at this by cannibalizing the "Dragonborn of Bahamut" selection of "heart,mind, or wings" and instead make it the colors of the dragons. I don't know much so this is educated cause and effect testing. Creating multiple special things of xDrAs"Red" ("blue, green, etc") and in the evalscripts of the original Dragon aspect feat that links to these, I replace "heart, mind, wings" with if/elseif statements of the value of the special thing selection (xDrAsRed, blue etc). Now a breath weapon special is already created for the Bahamut Db but its only in a line and untyped. Is it easier to duplicate the breath weapon and have 10 different versions that do a different type and shape breath or learn to create a variable in the single breath weapon special for each type?

As i read this back to myself i feel I'm way in over my head and not sure if I'm making sense or taking the longest hardest route.
 
You only need one breath weapon special that is customizable, and one already exists in the community set. You might even be able to pull and push tags from the selected color to the breath weapon but I need to look into that, probably tomorrow.

What else would be affected by the color choice?
 
Shape of the breath, cone and line. And damage types, Fire, Cold, Acid, lightning, poison. Wow thanks for the help.

No problem.

So, assuming you want to use a DC in line with a typical 3.5 breath weapon, you can bootstrap xBreathWea to your race, and then use a script to modify it based on your color selection. Here's how I would probably handle that.

When you create each color as a special, assign a number to the fields Value (damage type) and Value2 (shape). You can assign field values by clicking on the "Fields" button in the upper right of the editor below "Summary Text".

For example, when you create the special "Black", you would assign Value=1 and Value2=1.

You then create a script in the feat to use those values and assign the appropriate information to the breath weapon. Something like this:

Code:
~ If we haven't chosen anything, get out now
  doneif (field[fChosen].ischosen = 0)

~ Set our livename equal to actual name
hero.childfound[xBreathWea].field[livename].text = hero.childfound[xBreathWea].field[name].text

~ add damage amount, type and shape to livename
if (field[fChosen].chosen.field[Value].value = 1) then
    hero.childfound[xBreathWea].field[livename].text &= ", 2d6 acid"
elseif (field[fChosen].chosen.field[Value].value = 2) then
    hero.childfound[xBreathWea].field[livename].text &= ", 2d6 lightning"
etc...
endif

if (field[fChosen].chosen.field[Value].value2 = 1) then
    hero.childfound[xBreathWea].field[livename].text &= ", 30' line"
elseif (field[fChosen].chosen.field[Value].value2 = 2) then
    hero.childfound[xBreathWea].field[livename].text &= ", 15' cone"
endif

If you want the damage to increase as it does in 5e, you can add a variable that is used to determine the amount of damage, like this:

Code:
var dmg as string
if (herofield[tHitDice].value >= 16) then
     dmg = "5d6"
elseif (herofield[tHitDice].value >= 11) then
     dmg = "4d6"
etc...
endif

You can also come up with a fancy calculation if you want. Either way, you would then modify the previous script to include this new damage amount like this:

Code:
if (field[fChosen].chosen.field[Value].value = 1) then
    hero.childfound[xBreathWea].field[livename].text &= ", " & dmg & " acid"
elseif (field[fChosen].chosen.field[Value].value = 2) then
    hero.childfound[xBreathWea].field[livename].text &= ", " & dmg & " lightning"
etc...
endif

Hopefully, this all makes sense. You might need to play around with the timing a bit, but I suspect that anything from post-levels to final should work.

Note that I haven't tested this, so if you run into any trouble let me know, and I'd be happy to take a look at it. Easier if you can post the user file here so I don't have to re-create anything.
 
It seems to be having an issue compiling the first field in this code claiming syntax error. File attached. I made the special xBreath so i can keep xBreathwea for future use.

HTML:
if (field[fChosen].chosen.field[Value].value2 = 1) then
    hero.childfound[xBreathWea].field[livename].text &= ", 30' line"
elseif (field[fChosen].chosen.field[Value].value2 = 2) then
    hero.childfound[xBreathWea].field[livename].text &= ", 15' cone"
endif
 

Attachments

It seems to be having an issue compiling the first field in this code claiming syntax error. File attached. I made the special xBreath so i can keep xBreathwea for future use.

HTML:
if (field[fChosen].chosen.field[Value].value2 = 1) then
    hero.childfound[xBreathWea].field[livename].text &= ", 30' line"
elseif (field[fChosen].chosen.field[Value].value2 = 2) then
    hero.childfound[xBreathWea].field[livename].text &= ", 15' cone"
endif

Sorry. In my haste I put the 2 in the wrong spot. It should be:

Code:
if (field[fChosen].chosen.field[Value2].value = 1) then
    hero.childfound[xBreathWea].field[livename].text &= ", 30' line"
elseif (field[fChosen].chosen.field[Value2].value = 2) then
    hero.childfound[xBreathWea].field[livename].text &= ", 15' cone"
endif

Also, this script is useless on a special. It needs to be on the feat you're using. I assume you want to use your Draconic Aspect feat. You should remove the bootstraps from this feat. You don't need them. You will also need to update the Custom Expression to use the thingid's of the specials you are using for color selection. You don't need the xBreath special at all.
 
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Only issue I see is the feat Draconic Aspect comes up as DC(0).

Otherwise look kosher?

Thanks again for all of this to use your time on this, I really appreciate it.
 

Attachments

Only issue I see is the feat Draconic Aspect comes up as DC(0).

Otherwise look kosher?

Thanks again for all of this to use your time on this, I really appreciate it.

Did you select an aspect?

Also, what are you trying to accomplish with all those scripts on the feat?
 
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Also, what are you trying to accomplish with all those scripts on the feat?

Apparently making it painfully clear how bad I am at this. Thank you so much for everything. Took the extra scripts that I now realize was from the breath....I wish there was something I could do to repay.
 
Apparently making it painfully clear how bad I am at this. Thank you so much for everything. Took the extra scripts that I now realize was from the breath....I wish there was something I could do to repay.

Don't sweat it. I've been doing this for years, and I still have to look things up all the time. It just takes a little practice to see how everything works.
 
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