• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Adjusting the potency of bardic performance without adding to effective level

unforgivn

Well-known member
I'm trying to duplicate the Song of the Heart feat which increases the numerical effects of bardic performance abilities by 1, but the only way that I've found to do this is to pump the xEffectLev value by 6. This works fine for Inspire Courage and Inspire Competence, but for Inspire Heroics and Inspire Greatness it simply adds to the number of creatures that can be affected by the ability.

Does anyone know how I can reference the bonus values directly?

Thanks in advance.
 
Last edited:
Does anyone know how I can reference the bonus values directly?

This is going to take looking at the abilities in the bard and looking at how they derive their values to display. Then increasing some part of it separately, or doing a new version then doing replaceID to replace the one in the pathfinder data set.
 
This is going to take looking at the abilities in the bard and looking at how they derive their values to display. Then increasing some part of it separately, or doing a new version then doing replaceID to replace the one in the pathfinder data set.

Yeah, looks like the buff values are just parts of the descriptions and not a value. This particular problem looks like it's going to be more trouble to fix than it might be worth.

Thanks, though.
 
Looking at the code, courage, competence, greatness and heroics all calculate their value and store it in field[abValue].value.

So, you can add 1 to that with this script:

Code:
#value[cBrdPInsC] += 1

(That's inspire courage - the class specials section of the "Find Thing" button will give you the Ids for the others).
 
Looking at the code, courage, competence, greatness and heroics all calculate their value and store it in field[abValue].value.

So, you can add 1 to that with this script:

Code:
#value[cBrdPInsC] += 1

(That's inspire courage - the class specials section of the "Find Thing" button will give you the Ids for the others).

That actually doesn't seem to work. Inspire Courage and Inspire Competence values don't change at all when using that script. Also, Greatness and Heroism aren't calculating bonus values at all. They're calculating number of allies allowed to be affected.
 
Actually, I see the problem - the scripts I set up are setting abValue = something, not abValue += something. That means that they're overwriting any changes made before they run, and because they're generating their names in the same scripts as their values, any modifications made afterwards won't be incorporated into the names.

I'll fix the scripts for the next update so that they can make use of external modifications. It looks like Post-Levels/9000 would be a good point to run your scripts at, once that fix is made.
 
Actually, I see the problem - the scripts I set up are setting abValue = something, not abValue += something. That means that they're overwriting any changes made before they run, and because they're generating their names in the same scripts as their values, any modifications made afterwards won't be incorporated into the names.

I'll fix the scripts for the next update so that they can make use of external modifications. It looks like Post-Levels/9000 would be a good point to run your scripts at, once that fix is made.

:cool:
 
Back
Top