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Automatic Bonus Progression Tweaking

Valdacil

Well-known member
There seems to be a lot of the Automatic Bonus Progression stuff that is hard coded and not available for edit... either that or I am missing something about how it is all put together.

First the two bugs I found and how I solved those:

1) ABP applies to all characters (including companions): After discussing this point at great length with my GM and looking up posts from devs at Paizo we determined that the intention of ABP is to remove the Big 6 by granting automatic equivalent bonuses and reduce wealth per level by half to compensate. Therefore, you could consider it as 'buying' a pool of bonuses for your character. If you didn't use ABP, you'd have to equip yourself and your companion, so with ABP the pool of bonuses you 'buy' would be one character's worth of bonuses. Therefore, the companion should not be granted ABP automatically. While my GM and I came up with a balanced way of 'transferring' a bonus to the companion from my character's pool... the companion should still not be granted ABP bonuses automatically...

Solved: Completely recreated 'mechAutoBo' (since it won't let you copy and edit it), set my new object to replace mechAutoBo and adjusted every bootstrap to include the following condition:

(hero#CompIs.cAnimComp = 0) & (hero#CompIs.cAniGuComp = 0) & (hero#CompIs.cArcFamil = 0) & (hero#CompIs.cCraMoComp = 0) & (hero#CompIs.cEidolon = 0) & (hero#CompIs.cEidUnComp = 0) & (hero#CompIs.cEyeComp = 0) & (hero#CompIs.cGhoMoComp = 0) & (hero#CompIs.cJin = 0) & (hero#CompIs.cPhantComp = 0) & (hero#CompIs.cShadow = 0) & (hero#Race.tpAnimal = 0)

This causes the bonuses to not be granted to any of those types.


2) Pathfinder Unchained describes that Clothes can be attuned using the Armor Attunement bonuses granted by ABP. However, the interface in HL won't allow selection of anything that isn't on the Armor tab. The ideal solution to this problem is an additional armor category for Clothes (in addition to Light, Medium, Heavy, etc). Then we could give our monks and mages clothes 'armor' in the armor tab that could be attuned and enchanted. However, since we cannot do that, the workaround I found (in another post) is this:

Solution: New Magic Armor > Select 'Custom Magic Armor' > Click Add & Close > Don't select a base item > Enter a custom name like "Monk's Outfit" > Click Add

The problem with this item is that it has a Max Dex of +0. So I created a new Adjustment by copying the Armor ACP Adjustment using the following code:


~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)

~ Set the Max Dex bonus of chosen armor, but not less than 0
field[pChosen].chosen.field[arMaxDex].value = maximum(field[pAdjust].value, 0)

Then add this adjustment, select the Monk's Outfit and give it really high Max Dex (like 99). Now equip the Monk's Outfit and you'll see it is available for selection on the ABP screen for Armor Attunement.

======================================

Problem: None of the ABP items (mechanic or bonuses bootstrapped by the mechanic) are editable/copiable. I recreated the mechanic in the entirety and set it to replace the original mechanic. That seems to work. However, if I try to recreate the bonuses themselves (like Armor Attunement), and set the new object as replacing the old, HL doesn't add either the new OR old item.

Example: I wanted to remove the Tracker from Armor Attunement and Weapon Attunement. The 1/day tracker is just taking up space.

1) Hero Lab Editor > Class > Class Special tab > New (Blank)
2) Field for field copy everything from cABPArmAtt, including EvalScripts
3) Set ReplacesID to cABPArmAtt
4) Save, Test
5) load character and you'll see on the ABP tab every level where Armor Attunement should be granted, that bonus doesn't show up there. After level 4, adding an armor attunement tells me I'm over allowance 1 of 0.

So the replacement isn't working. On top of that, we want to be able to change the type of some of the bonuses so they stack (like weapon attunement should stack with masterwork... but doesn't). However, I cannot find where the bonus is actually applied (hardcoded somewhere I don't have access to??) so I can adjust that bonus as we desire.

All of this kind of stuff is very frustrating because I see a lot of power in the editor, and I really like what HL does, but sometimes I feel hamstrung either by limitations like this or lack of concise reference documentation. Half the time I can't just look up how to do something but have to luck across an example close enough to what I want so I can get the fields or tags I need.

Anyway, anyone have any thoughts? Or is this something that HL is going to have to change in their coding?
 
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