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How do I do this? (Pathfinder)

Sounds great. Thanks for the information, I'll try to make good use of it in the future.

I took out the rendering and it MOSTLY worked. The only thing left to fix is on the special tab. It shows two different Spell Resistance blocks. The first one reads:

Spell Resistance (19)
You have spell resistance.

The second reads:

Spell Resistance (Ex) (Hallowed Witch)
Spell Resistance
 
Ah, never mind. I figured it out. I had set "Extraordinary Ability" for the Ability Classification. There was a checkbox above it for "Do not show on Specials tab." Once I checked that and tested it the second box went away.
 
Here's one I can't figure out. It's a class feature for a class that requires both arcane and divine caster level ability, similar to the Mystic Theurge. Unlike the Theurge, however, it doesn't give new spells. Each level of the pclass adds one effective caster level to both the existing divine and arcane classes, but only for purposes of spells they can already cast. So no new spells, just a higher DC for existing ones in both classes. I couldn't find a tag for Caster Level. Oh, and it stacks for advancement of a familiar (animal) if the PC has one. This is the ability text.

Hallowed witch levels stack with other arcane and divine spellcasting classes for the purposes of determining caster level. For example, 4th-level druid/5th-level sorcerer and 2nd-level hallowed witch casts druid spells as a 5th-level caster and sorcerer spells as 7th-level caster. If a hallowed witch has a familiar, her hallowed witch levels stack with her sorcerer and/or wizard levels for the purposes of the familiar's advancement.
 
Caster level does not affect DC. If I understand your intent correctly, I would just foreach through all non-item spell/non SLAs on the hero and add to the sCL field of the spell an amount equal to the class level.

For the familiar thing, the thing you want is cArcFamil, and the field is CompLevel. The script will have to run super early, like First 450, so you'll need to count classes tags for the PrC instead of relying on field values as normal.
 
Is this like what I've been doing with the script to level up a bonus? Would it use the same script? Also, not sure what a SLA is.
 
SLA means Spell Like Ability.

A foreach is a way of cycling through all things of a certain type that meet a certain criteria and while doing so, make some change or pull some information from each.

For example
foreach pick in hero from BaseSpell where "!Helper.SpellLike & !Helper.ItemSpell"
eachpick.field[sCL].value += X
nexteach
 
SLA means Spell Like Ability.

A foreach is a way of cycling through all things of a certain type that meet a certain criteria and while doing so, make some change or pull some information from each.

For example
foreach pick in hero from BaseSpell where "!Helper.SpellLike & !Helper.ItemSpell"
eachpick.field[sCL].value += X
nexteach

Been waiting for a good time to focus on this. Obviously I don't understand exactly what to do with it. I get the following error. Script following.

Hero Lab was forced to stop compilation after the following errors were detected:

Syntax error in 'eval' script for Thing 'cRLPrimMag' (Eval Script '#1') on line 2
-> Reference to undeclared variable: 'X'
One or more timing errors were identified. Please review the timing report and correct the errors. You can access the report under the 'Develop' menu or by clicking this link.


Script for Post-levels 450:

foreach pick in hero from BaseSpell where "!Helper.SpellLike & !Helper.ItemSpell"
eachpick.field[sCL].value += X
nexteach

foreach pick in hero from BaseSpell where "!Helper.SpellLike & !Helper.ItemSpell"
eachpick.field[cArcFamil].value += X
nexteach
 
Syntax error in 'eval' script for Thing 'cRLPrimMag' (Eval Script '#1') on line 2
-> Reference to undeclared variable: 'X'
HL here is telling you the issue. X is a not defined variable so how can HL do anything with it when it does not understand A) its type and b) what value it holds.

Replace X in the script with a valid variable. I am pretty sure Aaron was using X as a place holder for you to type in your own "value" (ie 1,2,3).
 
HL here is telling you the issue. X is a not defined variable so how can HL do anything with it when it does not understand A) its type and b) what value it holds.

Replace X in the script with a valid variable. I am pretty sure Aaron was using X as a place holder for you to type in your own "value" (ie 1,2,3).

::facepalm:: :rolleyes:

Yeah, shoulda thought of that. So I make it 1 for X since this is advancing the caster level 1 at a time.

Looks like that did the trick...no error messages. Now how do I get the same script to increase level for augmenting the familiar "level"? I know I have to use cArcFamil and CompLevel but the helpers for spell level probably won't help.
 
While I'm waiting on the familiar question...

I'm trying to modify Smite Evil into a similar Smite Enemy ability. The only difference is that the damage bonus is equal to the total character levels of the PC. This is the script with modification, but it didn't work. Is there another Thing I should be using for this other than #totallevelcount?

field[listname].text = "Smite Enemy 1/day"

~only run the rest for the first copy
doneif (tagis[Helper.FirstCopy] = 0)

~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)

field[trkMax].value += field[xCount].value

~ Generate our damage bonus
field[abValue].value += #totallevelcount

~ Generate our to-hit and AC bonuses
field[abValue2].value += maximum(hero.child[aINT].field[aModBonus].value,0)
field[abValue3].value += maximum(hero.child[aINT].field[aModBonus].value,0)

field[abSumm].text = signed(field[abValue2].value) & " to hit, " & signed(field[abValue].value) & " to damage, " & signed(field[abValue3].value) & " deflection bonus to AC when used."

if (field[abilActive].value + field[abilAct2].value <> 0) then
hero.child[Damage].field[Bonus].value += field[abValue].value
hero.child[Attack].field[Bonus].value += field[abValue2].value
#applybonus[tACDeflect, hero.child[ArmorClass], field[abValue3].value]
 
Anytime you're using a macro, something starting with #, it will always end with [].

#totallevelcount[], not #totallevelcount.
 
::facepalm:: :rolleyes:

Yeah, shoulda thought of that. So I make it 1 for X since this is advancing the caster level 1 at a time.

Looks like that did the trick...no error messages. Now how do I get the same script to increase level for augmenting the familiar "level"? I know I have to use cArcFamil and CompLevel but the helpers for spell level probably won't help.

Yes, usually I make it a little more clear, but this time I forgot to. Perhaps I should have said "WHATEVERVALUEYOUWANTTOADDHERE"
 
Anytime you're using a macro, something starting with #, it will always end with [].

#totallevelcount[], not #totallevelcount.

Thanks. I can't seem to find what to put in the brackets though. I tried

~ Generate our damage bonus
field[abValue].value += #totallevelcount[value]

but no luck. I'm not sure what should go in there. Ideas?
 
just leave them empty #totallevelcount[]

Tried that but I get the following error:

Hero Lab was forced to stop compilation after the following errors were detected:

Syntax error in 'eval' script for Thing 'cRLSmiteEn' (Eval Script '#1') on line 24
-> One or more 'if' statements is missing the closing 'endif' statement
One or more timing errors were identified. Please review the timing report and correct the errors. You can access the report under the 'Develop' menu or by clicking this link.
 
Nothing - just #totallevelcount[]

If you were looking up a specific class, that macro has a parameter to use (the class you're looking for):

#levelcount[Fighter]

But #totallevelcount[] doesn't have any parameters.

The #totallevelcount[] and #levelcount[class] macros are described in the editor's help section. From the Help menu in the editor, choose "Help on using the editor", then "Reference Information"
 
Tried that but I get the following error:

Hero Lab was forced to stop compilation after the following errors were detected:

Syntax error in 'eval' script for Thing 'cRLSmiteEn' (Eval Script '#1') on line 24
-> One or more 'if' statements is missing the closing 'endif' statement
One or more timing errors were identified. Please review the timing report and correct the errors. You can access the report under the 'Develop' menu or by clicking this link.

This error message doesn't sound as though it's related to #totallevelcount[]

So, what's line 24?
 
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