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Community Effort: Feats

Tavern Brawler feat

To grant Unarmed Strikes 1d4 damage:

Go to Bootstraps and add:
wUnarmed

On the new Bootstrap click on fields add add 2 fields;
Field 1: Field Id (wDieCount), Value: 1
Field 1: Field Id (wDieSize), Value: 4

As to the Improvised Weapon proficiency, I discovered that weapons have Improvised Ranged and Melee Weapon proficiencies listed under Proficiency Required. The tags for wProfReq are ImprovRng & ImprovMel.

I tried using:

perform hero.assign[WepProf.ImprovMel]
perform hero.assign[WepProf.ImprovRng]

to push these Profciencies on to the hero, but either I am doing somethign wrong, or there is an issue with these tags. I am not a good enough scripter to know which.
 
Warcaster pre-requiste

Note: Due to the lack of caster archtypes for the fighter & rogue at this time, this Pre-reqs script does not check to see if they have spellcasting ability at this time.

This script goes in the Pre-reqs of the feat.

var iTotal as number

iTotal = iTotal + #levelcount[Bard]
iTotal = iTotal + #levelcount[Cleric]
iTotal = iTotal + #levelcount[Druid]
iTotal = iTotal + #levelcount[Sorcerer]
iTotal = iTotal + #levelcount[Warlock]
iTotal = iTotal + #levelcount[Wizard]

if (#levelcount[Paladin] >1) then
iTotal = iTotal + #levelcount[Paladin]
endif
if (#levelcount[Ranger] >1) then
iTotal = iTotal + #levelcount[Ranger]
endif

@valid = 0
if (iTotal >0) then
@valid = 1
endif

There is probably a shorter way to do this, but I haven't been able to get anythign else to work so far. :)
 
Mergon - send me a PM and ill give you access to the WIP so you can contribute directly if you like. Just need your email.
 
From the editor use the help menu. it's what's available currently. Most of us are opening up existing items in the editor to find similar code and reworking it to meet our needs from what i can gather.
 
From the editor use the help menu. it's what's available currently. Most of us are opening up existing items in the editor to find similar code and reworking it to meet our needs from what i can gather.

Cool, thanks Daplunk. I will start playing around. Ive got a lot of stuff id like to see in there over and above the stuff in the rulebooks hence needing to learn !
 
Maybe if somebody figures out how to make the human variant you can just use that.

For the moment, as a kludge, I've been using the feature to add bonus class feats to grant bonus feats. it works, but I'd rather add them where they rightfully belong. :)
 
*sigh* It's been one of those years....
Here it is.

Yea, that is supposed to be in the same box. The first part of the script adds +1 to iTotal if any of those classes , which are all spellcasting classes at the levels tested for,.

The 2nd part, checks to see if iTotal is higher than 0, which means the character has at least 1 class with spellcasting ability.

Since this is a Pre-requisites test, we need to set @valid to 1 if the iTotal is greater than 0.

I hope I explained that clearly . . .
 
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