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Help with Monster of Legend template

Sendric

Well-known member
I am trying to do the Monster of Legend template from Monster Manual 2, and have run into a couple of snags. One should be simple, but I haven't quite figured it out:

Greater Damage (Ex): Damage dice for the creature's natural attacks are increased by one die type.

This is what I have so far:
Code:
      call fTargetFoc
      doneif (state.isfocus = 0)

      foreach pick in hero from BaseWep where "component.BaseNatWep"
      perform focus.assign[Helper.DamageUp]
      nexteach

It isn't working. Any thoughts?

Also, is there a way to use a template to grant a character/creature spell-casting? This template grants the ability to cast divine spells as a 5th level Cleric.
 
The focus mechanism is a separate mechanism from the foreach mechanism. All you'll need is foreach in this case, since you want to find them all, rather than the focus mechanism, which is for finding the specific thing the user selected.

Code:
foreach pick in hero from BaseNatWep
  perform eachpick.assign[Helper.DamageUp]
  nexteach

Spellcasting is only available from classes, I'm afraid to say. I don't have any good ideas on how you could add it from a template.
 
Ah. I was wondering what the focus thing was doing. Trying to use code from multiple sources is probably not the best way to go. Thanks.

I'll do some brainstorming on the spellcasting and see what I can come up with.
 
I built a Varient class that grants cleric spellcasting, you might look to that for inspiration, but it was a very long and annoying process.
 
I decided to do it in two steps. I only need it for one npc at the moment. I built the template without spell-casting, then created a new race that's exactly the same as the original but with the added spell-casting ability. I just have to remember not to add domain spells since this template doesn't grant the bonus domain spells (but does allow spells from three domains which you can specify when creating the new race). Creating the new race is actually very simple since you can do new (copy) and just add spell-casting ability...for animals you could also remove it from being a familiar or companion.

I originally built a two-level class, but that didn't work so well. I may look into the variant class idea, though. Thanks.
 
Last edited:
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