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Coding custom Haste

SDShannonS

Active member
Hi there,

I am trying to code a custom Haste effect for the PF1 ability Blazing Rondo. It produces a Haste-like effect except the adjustments to AC, attack rolls, and Reflex saves can scale from +1 up to +4 (one-fifth the caster's level). When I pull up a New (Copy) of the Haste effect, it looks like there's a script that just calls HasteComb rather than making those individual adjustments in the Haste thing. Can anyone give me a suggestion as to how to proceed here?

EDIT: I am attempting this in HeroLab Classic.
 
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The simplest solution would probably be to take the current Haste and add an additional script after call HasteComb to further increase those bonuses by using the incrementer.
 
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Honestly, I'm not sure how to write a script to utilize the incrementor in a way that will stack with or replace the original script.

The part about this that I find most frustrating is the fact that this isn't already in place. I'm paying for the content that includes Blazing Rondo but the good folks at Wolf Lair didn't include any way to apply the bonuses from Blazing Rondo to either the caster or to other characters as a Spell, Conferred Ability, or Other adjustment. It really feels like I shouldn't be having to kludge together a script myself when this is content I paid for already.
 
Ok. It does seem weird that there isn't an adjustment already in place for this. Do a new (copy) of Haste in the editor. Change the name to Blazing Rondo and give it a new thingid. Then make the following changes:

Optional:
1) Change List to Show On to Conferred Ability (this isn't necessary but makes more sense when applying to allies).

2) Change description.

Required:
1) Uncheck "No Incrementer" and set the min/max adjustment to 1 & 4, respectively.

2) Change the script that calls HasteComb to the following:

Code:
~ if we're not active, just get out now
  doneif (field[pIsOn].value = 0)

~ This procedure adds +1 to attack, +1 to Reflex saves, and foreaches
~ through all non-natural attacks to assign an extra attack.
  doneif (hero.tagis[Hero.Hasted] <> 0)

if (hero.childfound[pBleFerAtk].field[pIsOn].value = 0) then
   hero.child[Attack].field[Bonus].value += field[pAdjust].value
   hero.child[ArmorClass].field[tACDodge].value += field[pAdjust].value
   hero.child[svRef].field[Bonus].value += field[pAdjust].value
endif

call AdjExtraAt

perform hero.assign[Hero.FlurryBon]
perform hero.assign[Hero.Hasted]
 
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