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Bracers of Disruption

Quintain

Well-known member
From ultimate psionics, the cryptic has a magic item that boosts their enhanced disruption ability by 2d6 (1d6 is the enhanced disruption increment every 2 levels starting at 3rd).

I'm trying to create these in the editor, but something is off.

The Eval script I'm putting in is simple:

#value[cPUEnhDisr] += 2

It's being applied post attributes 10000. Any idea on why this would not work (I'm not seeing the additional 2d6 on the enhanced disruption ability on the console.
 
Timing is very important. So most class specials are going to run at Post-Levels/10000. You are running your script at Post-Attributes/10000 "after" the class script runs.

You can always open up the .user files and look at the scripts in the community stuff to find such timing.
 
Ok, so I want to run it before the class script?
Correct for your changes to have any effect you need to run "Before". For most magic items/feats Pre-Levels/10000 is a good timing to go with when trying to affect a "Class Special". Exceptions exist of course but they will be rare.
 
Ok, that's a bit counter-intuitive, but I'll try that.

Thanks

Edit: No go. Even with the bracers equip'd, I'm not seeing any change in the console values, under the statblock or "specials".
 
Here's the XML:

Code:
  <thing id="ioBrDisrup" name="Bracers of Disruption" description="These black silk bands increase the base damage of the wielder’s disrupt pattern ability by 2d6 points of damage. If the character does not have the Disrupt Pattern class feature, he gains no benefit." compset="Wondrous">
    <fieldval field="gCraftCost" value="10,000"/>
    <fieldval field="gCost" value="20,000"/>
    <fieldval field="gWeight" value="-"/>
    <fieldval field="iCL" value="12"/>
    <usesource source="pPsiUn"/>
    <tag group="Helper" tag="EquipMag"/>
    <tag group="gType" tag="Wonder"/>
    <tag group="Helper" tag="EquipAvail"/>
    <tag group="Hero" tag="EqpWrist"/>
    <eval phase="PreLevel" priority="10000">#value[cPUEnhDisr] += 2</eval>
    </thing>
 
Sigh. So the class ability is scripted to not use abValue. So it won't accept outside changes currently. I have that fixed for the next release.

If you want the latest fixed file you can get it from github using THIS link. Just do save as after it opens the file and save it as "COM_3PPPack_UltimatePsionics - Classes.user". Then place it in your "programData\HeroLab\data\Pathfinder" folder and let it overwrite the existing file.
 
Ah, so I'm not going insane. :D

Thanks.

Edit: Fix confirmed as working now.

Edit2: if you want to add the bracers of disruption to the next release, that'd be cool too. It's an official psionic item in ultimate psionics.
 
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Cool I added them for the next update. By the way when entering the price values don't use commas it causes display issues. For a zero weight or "-" just put in no weight.

Thanks I have those added! :)
 
Ok, continuing our saga:

I'm working on the One Pattern feat, and I have the basic code for it:

Code:
field[abValue].value += (hero.child[cPUEnhDisr].field[xCount].value) + 1

hero.child[cPUEnhDisr].field[livename].text &= signed(field[abValue].value)

The problem with this is that I need to add an additional + 2 to the field[abValue].value field if Bracers of Disruption are equip'd.

Maybe my search fu is weak, but I can't seem to find out how to test to see if a specific item is equip'd. There are generic examples in the forums, but none that are fully qualified for a specific item.


I will also need to add the +1 per die of damage that the Improved Disruption feat provides as well...which is cumulative with the damage that One Pattern gives.

The final livename text should look like: Enhanced Disruption XdY +X (+X).
 
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Here's my final code for Improved Disruption (it works and is cumulative with One Pattern's conditional damage

Code:
  <thing id="fPUIDisrup" name="Improved Disruption" description="Your disrupt pattern attacks are more destructive.\n\n{b}Prerequisites:{/b} Disrupt pattern ability.\n\n{b}Benefit:{/b} Your disrupt pattern ability deals one additional point of damage per die of damage." compset="Feat" uniqueness="useronce">
    <usesource source="pPsiUn" parent="pDscar" name="DSP - Ultimate Psionics"/>
    <tag group="fCategory" tag="Psionic" name="Psionic" abbrev="Psionic"/>
    <tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
    <tag group="ProductId" tag="PUProdID"/>
    <eval phase="PostLevel" priority="10000"><![CDATA[
field[abValue].value += (hero.child[cPUEnhDisr].field[xCount].value) + 3

hero.child[cPUEnhDisr].field[livename].text &= signed(field[abValue].value)]]></eval>
    <exprreq message="Disrupt Pattern Class Feature Required"><![CDATA[#hasability[cPUDisPatt] <> 0]]></exprreq>
    </thing>
 
Hmm...I'm looking at the complications for the whole Disrupt Pattern/Enhanced Disruption with Improved Disruption and One Pattern --

All three items (Enhanced Disruption, Improved Disruption and One Pattern) all modify Disrupt Pattern, yet Enhanced Disruption is treated as it's own ability and now we have to code the two feats to effect one or the other...which is kind of confusing.

Is there a possibility that you can re-code the enhanced Disruption class special so as to modify Disrupt Pattern directly (as in show Disrupt pattern as 1d6 + Int combined with XdY damage, so that we can code Improved Disruption and One pattern to append their values to the livename.text display instead of having to pick/choose?
 
I will have to take the time to do a full read on this class. If different class abilities modify other class abilities it will need to re-coded then. Will put this on the to-do list.
 
I will have to take the time to do a full read on this class. If different class abilities modify other class abilities it will need to re-coded then. Will put this on the to-do list.

Yeah, essentially, Disrupt Pattern works mechanically similarly to sneak attack.

Base is 1d6 at 1st level + a modifier for intelligence
Enhanced Disruption starts at 3rd level and gives +1d6 per two levels to Disrupt Pattern.

With the two feats giving a set bonus based on the number of dice the Disrupt Pattern ability provides.
 
Yeah, essentially, Disrupt Pattern works mechanically similarly to sneak attack.

Base is 1d6 at 1st level + a modifier for intelligence
Enhanced Disruption starts at 3rd level and gives +1d6 per two levels to Disrupt Pattern.

With the two feats giving a set bonus based on the number of dice the Disrupt Pattern ability provides.
Yep you appear to be 100% correct. I finally had a few minutes this morning to read the class and changed the scripts to match that logic. If you want to give it a try including the bracers I would welcome any feed back.

You need three files this time:
COM_3PPPack_UltimatePsionics - Classes.user
COM_3PPPack_UltimatePsionics - Equipment.user
COM_3PPPack_UltimatePsionics - Tags.1st

Try out the changes and let me know what you think. :)

P.S. - Please note you are loading "beta" version of the next release so if things go really badly your best bet is to download the 3PP Pack again and let it reinstall to remove the "beta" files.
 
Ok, I installed your files. Everything compiled fine. I like the picking of the type for the ability. That is a good addition.

A couple of questions just so we are on the same page. In the specials list, you have the enhanced disruption adding in the gloves perfectly.

I see now that you put it under the ranged attack value on the stat block. Nice change there.

However, the dice convention I think could be more compact:

What I think we should see is all of the damage showing under Disrupt Pattern in the following convention:

XdY [A+B] (+C)

So, a 15th level Cryptic with Gloves and both feats would have damage showing like this in the Ranged attack section:

10d6 + 20 (+10)

Where
X= Disrupt Pattern Base, plus number of dice added by enhanced disruption and gloves
Y= Die size (although I'm unaware of any effect that increase the die of the damage itself)

A is the Int mod of the base disrupt pattern ability
B is the modifier provided by Improved disruption (and equal to X)
C is the conditional modifier provided by One pattern and only applies to creature of the type chosen when focus is gained.

The reason that I think it should be in this patter is for easy reference for explosive and bleed pattern, which are determined by the minimum damage done by a single attack, and the number of dice damage done by the entire attack respectively (20 or 30 for Explosive, depending) and 10 for bleed - in the example of the 15th level cryptic, above.
 
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The one issue I see is that the "base" damage of Disrupt is doubled on a crit where the "extra" damage from Enhanced Disruption is like precision damage and is not multiplied the ability says ("This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike"). So we need to keep that separate just like Sneak Attack damage would be listed as "extra" damage.

For the Improved Disruption feat I would say it only gives damage on the "Base" damage of the Disrupt which is +1 or +3 with the Bracers. I could be wrong though but the wording here is not really "precise" actually.

In regards to Explosive Pattern it would be pretty easy to calculate that "Value" and have it display on the Custom Special. Or even display in the livename of the weapon actually. I think I can do the same with Bleeding Pattern.
 
The one issue I see is that the "base" damage of Disrupt is doubled on a crit where the "extra" damage from Enhanced Disruption is like precision damage and is not multiplied the ability says ("This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike"). So we need to keep that separate just like Sneak Attack damage would be listed as "extra" damage.

Ok, understandable. Putting it alongside it's name in the specials list will work then.

For the Improved Disruption feat I would say it only gives damage on the "Base" damage of the Disrupt which is +1 or +3 with the Bracers. I could be wrong though but the wording here is not really "precise" actually.

I'll see if I can get an errata from the developers and get back to you on that.

In regards to Explosive Pattern it would be pretty easy to calculate that "Value" and have it display on the Custom Special. Or even display in the livename of the weapon actually. I think I can do the same with Bleeding Pattern.

Agreed.
 
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