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Adding Arcane Exploits

WGS123

Active member
Dear Forum

There are a handful of Arcane Exploits for the Arcanist class listed on the SRD that do not show up in HL. They are 3rd Party Publishers and since they have not written and add to HL the exploits will not show up on the character sheet outputted from HL.

The Exploits do not modify any other statistics on the sheet and will only show up in the Special Abilities Tab and the Arcanist class tab as an exploit that can selected.

Is it possible to add an exploit to list or alter the text of an existing exploit to appear as one of the ones I am interested?

Not within the HL user interface but the editor, and how would you accomplish that task?

Sincerely
Bill S
 
In the Class tab of the editor, look for the tab called Custom Ability. This is where you create list-select class abilities such as Rogue Talents, Witch Hexes, and Arcanist Exploits. Make sure to mark the ability as being available to the Arcanist class, and also that it is tagged as an Arcanist Exploit. The controls for that are fairly self-explanatory, but just ask if you get tripped up.
 
I am not finding the Arcane Exploits for the Arcanist under the Class Special tab in the editor, is it under a different tab?
 
I am not finding the Arcane Exploits for the Arcanist under the Class Special tab in the editor, is it under a different tab?
When in the editor "exact" wording is very important. TheIronGolem said "Custom Ability" not Class Special. :)

See FAQ#8 for additional info.

I would recommend reading the Glossary of Terms for the Editor. Then check out FAQ#2 for all the places to learn about the editor including YouTube videos.
 
When in the editor "exact" wording is very important. TheIronGolem said "Custom Ability" not Class Special. :)

See FAQ#8 for additional info.

I would recommend reading the Glossary of Terms for the Editor. Then check out FAQ#2 for all the places to learn about the editor including YouTube videos.

Thank you, that really helped a lot.

I was able to get the Spell Improvisation Arcane Exploit to show up and that was relatively easy as it does not affect and stats on the character sheet.

http://www.d20pfsrd.com/classes/hybrid-classes/arcanist/arcane-exploits/spell-improvisation-su

The other Arcane Exploit I wanted add is Armored Caster, I was able to add it, it is now selectable as an exploit and it shows up on the sheet fine, but it does not alter the character arcane spell failure. I tried using the same eval script as the Arcane Armor Training feat as that reduces Arcane Spell Failure when activated but it does not reduce the Arcane Spell Failure in the character portfolio. Any ideas?

http://www.d20pfsrd.com/classes/hybrid-classes/arcanist/arcane-exploits/armored-caster-ex
 

Attachments

remove the part that says something like:

doneif (field[abilActive].value = 0)

it shouldn't need an activation anymore then. Also uncheck the activation part if you have that on in the user file.
 
This is the eval script. I removed the line you suggested but it did not make a difference.

Here is the entire script before I altered it:


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

~ All armor - 15% spell failure (we also check for the User.Activation
~ tag, in case the user left this active before purchasing arcane armor
~ mastery).
if (tagis[User.Activation] + field[abilActive].value >= 2) then
foreach pick in hero where "EquipType.Armor"
if (eachpick.field[gIsEquip].value <> 0) then
eachpick.field[arArcFail].value -= field[abValue].value
endif
nexteach
endif


I altered the percentage to 15 as that is the value of arcane spell failure the hero currently has wearing light armor and the value the Exploit should overcome.
 
Does this Arcane Exploit need a bootstrap? I thought that was not needed if the condition is constant?
 
Dear Forum

I need some more help with this. I can get the item to show up in HL and it can be selected as an Arcane Exploit.

What I cannot get it to do is alter the amount of Arcane Spell failure that shows up in the character record to go to 0 or even lower the current value. It simply has no effect. I am not sure how the eval script is supposed to be written. I have tried to use the same eval scrip for the Arcane Armor Training feat. I tried to remove the line AndrewD2 suggested but that seems to break the script and it will not compile correctly.

Sincerely
Bill
 
Let me write out that script with indentation;

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

      ~ All armor - 15% spell failure (we also check for the User.Activation
      ~ tag, in case the user left this active before purchasing arcane armor
      ~ mastery).
      if (tagis[User.Activation] + field[abilActive].value >= 2) then
        foreach pick in hero where "EquipType.Armor"
          if (eachpick.field[gIsEquip].value <> 0) then
            eachpick.field[arArcFail].value -= field[abValue].value
          endif
        nexteach
      endif
See how the if statements are each matched by an endif? And how the foreach is matched with a nexteach? When you deleted the line that has a test for abilActive, did you also delete the matching endif? Is that what caused the error you're seeing?

Also, the second line;
Code:
doneif (tagis[Helper.FtDisable] <> 0)
That code is feat and trait specific - "FtDisable" means "Feat Disabled"

For a custom ability, use
Code:
doneif (tagis[Helper.SpcDisable] <> 0)
 
Ok, maybe I am approaching this the wrong way.

This is what I tried to do: I have tried to take an existing script and apply it to a new special ability and I have no success. Part of the reason is I do not understand the foreach, eachpick and nexteach arguments and how those arguments work, also the script i was trying to modify is dependant an a feat and its activation to work.

In simple terms this what I am looking to accomplish: A special ability that sets the value of arcane spell failure to zero if light armor is worn.


I don't know if if an abValue can be set to zero or it just needs a number to modify it.

If it can be set to zero, what is the argument for that? If it cannot be set to zero then the logical choice would be to set the abValue to a - of the max value for arcane spell failure for light armor which would be 20.
 
WSG123, there's nothing wrong with the copy and modify approach. Keep going.

But if you want us to help, you need to work on explaining what point you're at, and what problems you're having. Posting your code is a very helpful thing to do, in terms of letting us see what you're working on.

Because in your last post, you talk about changing abValue, but you also talk about changing the arcane spell failure, and those are two different things. So I don't understand what problem you're currently trying to solve.
 
So, poking around looking for a better script to use, I noticed there is a selection under each class called Ignore Spell Failure from... if you check the edit button, you get the obligatory Warning, this is part of a supplement... message, but the dialogue box that open contains 4 check boxes, the first of which is "None from light armor" if you hover over the ? it reveals CastArmor.Light

Is there a scrip I can write that will enable this ability in the class Arcanist when the Arcane Exploit i have created Armored Caster is chosen in the Hero's sheet?
 
perform linkage
.assign[CastArmor.Light]

I believe is the script that would add that, probably like post-levels 5000
 
Hi Andrew, that worked perfectly.

I tested it two ways,

1. I deleted the Arcane Exploit and the Arcane Spell Failure value went to its normal amount.

2. I equiped a suit of heavy armor un-equipping the light armor and the Arcane Spell failure returned to the correct value.

Now to finish the Arcane Exploit so it will work as worded would I start creating an If statement and have the value of how many times the Exploit is selected to then assign the next variable?

If (hero.tagis[Armored Caster] = 2) then perform linkage
.assign[CastArmor.Meduim]
Endif
 
Write a series of if/thens, each of which checks for the presence of a CastArmor tag, and if it is present apply the next higher one.

Code:
if (linkage[table].tagis[CastArmor.Medium] <> 0) then
  perform linkage[table].assign[CastArmor.Heavy]
elseif (linkage[table].tagis[CastArmor.Light] <> 0) then
  perform linkage[table].assign[CastArmor.Medium]
else
  perform linkage[table].assign[CastArmor.Light]
  endif
 
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