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Archetype's removed class special isn't removed

Allafif

Member
https://www.dropbox.com/s/yxf3ch4tlf97cd3/Class_Artificer.user?dl=0

This is a homebrew base class based around guns and crafting, currently working up to level 5. I'm trying to make my own archetype for a less technologically advanced area, replacing the guns with crossbows and siege weapons.

The main class gets an ability that's quite simple, just granting two bonus feats (Gunsmithing and EWP:Firearms). I have the archetype remove this and add an ability that grants "Siegesmithing" and Siege Engineer.

The archetype is adding the second set of feats correctly but not removing the first. Am I missing something obvious? Is removing the class special with the checkbox not enough?


While I'm on the topic, is there a way to add an "all crossbows" weapon group that I can grant proficiency in? Right now I just have the archetype granting proficiency in all individual crossbows.
 
The archetype is adding the second set of feats correctly but not removing the first. Am I missing something obvious? Is removing the class special with the checkbox not enough?
Bonus feats are on the Class Helper itself not a Class Ability. So you will need to script the logic on the archetype to remove the feats. In example look at the archetype Master of Many Styles for the monk class.

While I'm on the topic, is there a way to add an "all crossbows" weapon group that I can grant proficiency in? Right now I just have the archetype granting proficiency in all individual crossbows.
So I re-did the Bolt Ace archetype for the community and its available for free in the Basic Pack. Look at its special "Crossbow Expert" to see logic that gives proficiency with all crossbows.
 
Thanks, the proficiency script is working nicely.

Still having issues with the feats though, no matter which phase or timing I use. The MMS script seems to be for a bonus feat selection menu, not feats innately granted. I have no idea how to use "perform X[Y].Z" scripts; didn't see it in the sticky here or from the editor help menu article.
 
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Yeah, I'm just not getting how to use perform scripts. Is there a tutorial on this that I missed?

I tried the suggestions found here but I still don't get it after some trial and error.

It would be much easier at this point to just copy and alter the base class, but I do want to learn how this stuff works.
 
Well the feats you don't need to script. Click the "Remove Weapon/Armor" button and find the feats in there. It'll add the fDisable.? tag to your archetype.
 
The issue is with the class, not your archetype. The class ability which bootstraps the two feats you want removed isn't bootstrapping them with a condition so that when the ability is replaced the feats aren't added.

You will need to modify the class "cArtGunsmi" special yourself to resolve this. For an example bootstrap condition, look at the ranger's "Endurance (bonus feat)" class special.
 
Couldn't respond for a couple days - got it all working. Aaron's suggestion led me to the feat solution. Thanks for the assistance, everyone.
 
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