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Entering a complex template (need help)

mdonovan

Member
I'd like to enter a complex template but I have no idea how to do some things. First a general question:

Where can I find a list of all the possible picks of the hero? Of all available tags of a thing? I don't know how to find the ids of the things I want to modify, or what the structure of data looks like.

In a template
1] How do I set an existing Fly speed of the base creature to non-natural?
2] How can I remove a type of attack from the base creature if it exists?
3] How can I add energy damage to all attacks of the base creature?
4] How can I change the modifier used for the breath weapon DC of the base creature?
5] How do I increase the existing spell resistance of the base creature?

Thanks for your help.
 
Can you think of any existing creatures that have non-natural fly speeds? (The answer is Devil, Bone or Devil, Ice). See how they handle Fly.

#2 is, in my opinion, more work to code than it's worth

#3 - use a special ability - The efreeti has a good example of this.

#4 change how?

#5 increase how? Do you mean add SR X, which doesn't stack with the existing SR? If so, just add SR as if the base creature didn't have any, and HL will handle the stacking for you.
 
> #applysr[??]

That's good but how do I find these macros? Where can I find a list of them?

> #4 change how?

From CON modifier to CHA modifier

> #5 increase how? Do you mean add SR X, which doesn't stack with the existing SR?

In this case, I meant adding SR which stacks with the existing SR

I repeat: where do I find the data structure of a character, with the ids of everything I can change? I bought the author's kit because I thought I could change anything I didn't like or add more stuff, but although there is a reference to the author's kit but no reference to how Pathfinder is implemented.

Is scripting done completely in the dark, finding out about fields and tags and macros only by stumbling upon them in existing scripts or am I missing something?
 
In the editor, select the help menu. The "Reference Information" page there is where to find "applysr[]". I'd recommend scanning the tutorials first.
 
Thanks Mathias.

I found some answers to my own questions:
1] perform hero.child[xFly].assign[Helper.NotNatural]
3] I checked some special abilities but none seem to modify the text of the damage for the weapons
4] perform hero.child[raDrBreath].delete[StandardDC.aCON]
perform hero.child[raDrBreath].assign[StandardDC.aCHA]
5] #applysr[hero.child[xSplRs].tagValue[Value.?] + 3]
 
3) Weapons aren't currently set up to take damage modifiers like you're thinking. Just add a special that tells the user the damage is there, like the Efreeti does.

5)
Phase: Final, priority: 9500

if (hero.childfound[xSplRs].field[abValue].value <> 0) then
hero.childfound[xSplRs].field[abValue].value += 3
endif

If you're asking can you bootstrap something with a script, no. Instead, you find a way to hide or suppress the thing until the conditions are correct. (The method varies from thing to thing, so I'll need more information about what you want to do).
 
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