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d20 Dataset Project....

I need a little help. I'm trying to add the classes and feats from Arcana Unearthed by Monte Cook. However, the spell casting systems in DnD don't support the one in AU. I need a way for a class to ready spells from a long list once per rest, then cast them spontaneously. I know 0 XML coding, so this is impossible to do for me.
 
I didn't solve the problem complete, but for my files i did it in this way:

For the spell class I add a new tag: spells and all spells use this tag.

For complex or exotic spells I programmed a prerequisite.

All spellcasters are arcane and spontaneous and use the "spells" list....

It is not the none plus ultra but it works.
 
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I need a way for a class to ready spells from a long list once per rest, then cast them spontaneously.

What class does the list contain? Just one?

If so, do "New (Copy)" on Sorcerer and just change the values in the table.

You have a spells known and a spells per day.

Hero Lab doesn't report an error if you change from one valid config to another valid config, so having a Sorcerer that changes his spell choices daily is fine.
Can you describe what is preventing you from doing the quoted line above?
 
Well, the thing is I don't know jack about XML scripting so I really don't understand how to do that. It would take me time and energy I don't have right now to learn it, since I'm already in college at the moment. During the summer I plan to learn it, but now I just don't have the time. I DO have the time to enter the data, but not to learn a new programming language. I could do it if I was just told what exactly to change.

Edit: Forgot to answer your first question. There are at least three classes I can think of off the top of my head in the book that cast that way.
 
I don't know jack about XML scripting
I could do it if I was just told what exactly to change.

There was no XML and no scripting in the steps I advised.

Let me try to expand on the step without leaving anything out:

1) Click Develop -> Enable Data File Debugging
2) Click Tools -> Launch Editor
3) In Editor -> Click File -> New Data File
4) Click File -> Save Data File as -> name it something in the default dir
5) Click Class tab
6) Click New (Copy) -> select Sorcerer
7) Class Name "Mageman" or whatever the class is called
8) Abbreviation for this "MMa" or some unique 3 letters
9) Identifier "MageMan"
10) Set Hitdice, levels (10 for PrC, 20 for base), Type is Normal for base
11) Change settings as desired
12) Make sure Spellcaster Type = Spontaneous (Bard)
13) Make sure Uses Which Spells selects your spell list source
14) Bonus Spell Attribute = what ability score sets DC and Bonus Spells
15) Max Spell Level Attribute = what ability score limits max spell level
16) Spells Known per level = table setting your "spells chosen today"
17) Spells Cast Per level = table setting your daily casting spell slots
18) Magic type = arcane or divine

Simple.
Now to change spells known for today, the PC simply removes and adds new spells on the Mageman tab.

No coding required.
No XML required.

If you need a new class spell list, I can show you to make copies of the spells and add them to a new class spell list if you wish.
 
I was thinking of it working that way, which is okay, though I wasn't sure if it's doable while in a game in D20 Pro. But how would you do spell slot weaving? You can sacrifice 3 slots of one level to gain one of a level higher, or split one of one level into two of a level lower. Is that even possible with the normal editor?

It seems like one of those things that is almost impossible to account for, the way this program counts spells used.
 
I think you could do that with an adjustment.

You might need a little coding for that one, but you can look at eval scripts on similar adjustments that add or subtract spell slots.
 
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You might need a little coding for that one, but you can look at eval scripts on similar adjustments that add or subtract spell slots.

I'm very sure that could be done with an adjustment.
It is a permanent thing? Like your character forever gives up 3 1st level to add a 2nd level spell slot?

I'd do it as an Adjustment, take the eval script from Extra Slot to add the slot, and reverse it to subtract the slots for 1st level.

It will be coding, but no XML required. Give it a shot, and post here if it works/doesn't work.
 
Yes, and technically speaking you're only allowed to weave each spell slot once per rest, but there's no way to keep track of that. Is there a House Rule setting for gaining extra spell slots from high modifier for spell levels you don't have yet? It's a house rule my DM put in because of spell weaving. Even if I can't add that in as a house rule, I can probably use the script from Extra Slot to add those in somehow on the fly during play.

Normally having a slot of 5th level won't do you any good if you can't cast 5th level spells, since even with a 1st level spell with maximize, you have to be able to cast 5th level ones to be able to handle that magic. But if you can split the slots down to a level you can cast, it makes sense to have that extra power immediately.

Not saying I think this is how everyone should run it, but it's how I would. I'll come back if I run into any other problems. I should be able to use the reverse Extra Slot script to do Laden spells too. Those use up two slots of the spell's level to do extra things like Quicken, instead of raising the spell level.

Edit: Another small problem. How would I add extra spells 'known' for high modifier? In the AU book it specifically states that spellcasters get extra spells readied at a time for high modifier, exactly the same number of them as they get extra slots.

Edit2: Believe it or not, there is no evalscript for Extra Slot. It has something about freeform text, that's all.

Edit3: Gah, ran into another problem. I need to have the program check if a weapon with a certain ability is in the hero's possession to validate something. Is there like a primer on scripting for HL that will tell me how to call different values? Specifically my problem is that the class has arcane spell failure when not wielding a particular weapon(which I'll specify with a custom Item Power), I need HL to check for that weapon in the Hero slot and if it's there, remove spell failure chance. If not, or if it ever leaves they Hero bag slot, it needs to come back.
 
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1 ) Is there a House Rule setting for gaining extra spell slots from high modifier for spell levels you don't have yet?

2) Another small problem. How would I add extra spells 'known' for high modifier?

3) weapon with a certain ability is in the hero's possession to validate something.

1) That will be hard to program, because RAW those slots are not available. I'm not sure what will happen if you enabled them in a script when they shouldn't be enabled. It might just "work" tho.

Try looking at Ring of Wizardry instead of Extra Slot.

2) Does "Extra Spell" have a script? It would be for how to do spells known.

3) This involves a for loop to loop over the weapons on the hero looking for gIsEquip = 1.
 
Where would I go to find info on how to make that for loop? I don't know the IDs of the inventory slots and such. If I did I could probably write it. I've done for loops, if-then statements, and such in my programming class.
 
Where would I go to find info on how to make that for loop? I don't know the IDs of the inventory slots and such. If I did I could probably write it. I've done for loops, if-then statements, and such in my programming class.

Ok, I looked at Ring of Wizardry and it uses a Tag (which means internal code dealing with spells modify based on the tag.

Looking at the internal code (data.hlz binary file) you see it using cMemMax.

Looking through all the user code, you see lots of things work on this value:
Alienist Extra Summoning
Radiant Servant Class Prereq
No Spell Ranger from CWar
Holt Warden Class from CCham
Pool of Healing Class Special
and many many more

Pulling up Alienist Extra Summoning:
It takes a pick on class helper, like cHelpDrd.

To make a feat that adds a 5th level spell slot to the Druid regardless of the level:

Final Phase/10000
Code:
hero.childfound[cHelpDrd].field[cMemMax].arrayvalue[5] += 1
hero.childfound[cHelpDrd].field[cCastMax].arrayvalue[5] += 1

If you just an adjustment, make a new one, set show menu to Class:
Add this Script to Final Phase/10000

Code:
~ Bail if we are not ON
doneif (field[pIsOn].value = 0)

~ Bail if not chosen a class
doneif (field[pChosen].ischosen = 0)

var i as number
i = field[pAdjust].value
field[pChosen].chosen.field[cMemMax].arrayvalue[5] += i
field[pChosen].chosen.field[cCastMax].arrayvalue[5] += i

Set Adjustment Details to "5th Slot" (just text so you know)

Then apply this adjustment, and select the class, then change the number to any value.
 
Hi everyone. I'm new to the forums and new to Hero Lab. I have been using DM Genie before but have switched. I have a proble. that I can't seem to fugure out. Hope this is the right place to post this.

When I create a new Prestige Class from one of the Complete's how do I but the prerequisites in to qualify for the class. I've figured out most of the rest but this is stumping me.

Can anyone help?

Thanks,
 
Ok I'm back on this biz now. I'm adding it as an adjustment, but where do I stick the code there, and how could I set the value to be = to the character's (ability) modifier?

Edit: Just forget it, I don't know if I can do this without someone walking me through how to use the editor properly and I don't know anyone who uses this program...I don't think I can ever finish this. I can't even figure out how to erase UniqueIDs that aren't in use anymore or how to find a list of all the IDs in the program.
 
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Thegraham: Hit the Expr-req button on the Class Level of your prestige class and enter your pre requisites there. You can New (Copy) other prestige class levels for examples to draw from.
 
Well, here's the thing. I don't know enough about the system to know where to put the code or how to call what values. I don't know what the name of the value for the character's DEX mod is, for example, or constitution score. How can I code anything without even knowing how to set variables? Right now what I'm trying to do is:

Add spells known = to spell slots gained for high casting modifier.
Add an adjustment which allows the player to give up three slots of one level to add one of a level higher. Or to take one of any level and split it into two of a level lower.
Figure out how to link a class ability to be on or off depending on if the character is wielding a particular weapon. (Mage Blades' spells have no somatic components while they have their Athame in their hand. Thus they ignore spell failure from everything....while they have that weapon ONLY.)

However I know so little about how to work this editor and the guide Lone Wolf put up is way too general in it's terms and assumes a lot of previous knowledge I DONT HAVE. The authoring kit wiki is NOT HELPFUL at all. I need someone to link me to a guide or explain to me how all the functions work in plain english. Because, as I said, the wiki is just waaaaaaaaaaay too confusing.
 
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