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Advanced Players Guide Classes Test Support

Kabump

New member
This question is two fold, first is there plans to have official support for the new pathfinder classes to be released? The classes released are playtesting, but they are perfectly valid for PFS games and as such would like to see them included. Though I understand if officially you would wait until the book is out in August.

That being said, Im trying to add the alchemist class, and am slowly making progess as I try to figure out the editor and class making tutorial. I was wondering if anyone had any luck with it and has something complete. I just keep running into little problems.

For instance one feature of the class it has bombs it can make, which are effectively ranged weapons only an alchemist can use. So I tried to add a bomb ranged weapon and make it Alch only, but cant figure out how to make it add the Int modifier to damage, it only appears to allow str.

Plus figuring out their formulas, its a mix of wizard/sorcerer almost. They know formula for extracts as a wizard, ie they choose from a list they know which ones they want to make, but they dont have to prepare them all at the same time, so in that regards they "cast" them spontaneously. They also have a limited spell list from which to choose, is there an option Im missing somewhere to create a custom spell list for a class?

So I guess this rambling Ill leave up here, hopefully we can get some discussion going on how to add these classes into the program. Thanks for reading :)

*edit* I see now you will officially be handling APG classes when you finish project Q, had not read that post :) My other questions about adding classes myself are still relevant! :)
 
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Some quick answers for now, I'll have more time next week for detailed answers.

In the editor, select the help menu, and on that page, go to the reference information page. At the bottom of that page is weapons, and you'll find that the damage bonus for a weapon is stored in the wDamBonus field. At the top of the page, you'll find that the modifier for an attribute is stored in aModBonus. So, in a script on the bomb, you'll modify the damage bonus, subtracting strength and adding intelligence:

field[wDamBonus].value = field[wDamBonus].value - hero.child[aSTR].field[aModBonus].value + hero.child[aINT].field[aModBonus].value

Timing: Post-Attributes, try 10000 or 20000.

New spell list: in the spells section of the editor, make a copy of a spell that the alchemist gets, give it a new unique ID, and in the list of classes that get this spell, uncheck everything else (or wizards/clerics/etc. will see two copies of the spell), and check inquisitor. Unfortunately, it will mean making a new version of each of the spells the class gets, but it's very little effort per spell.

Rather than taking the time to use "Test Now!" on each of those spells, I'd suggest adding them all, closing the editor, and selecting "Quick Load Data Files" from the develop menu (make sure "Enable Data File Debugging" is checked at the top of that menu).
 
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