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Issues with 3.5 Conversion

JMD031

Well-known member
I'm trying to recreate a few classes from 3.5 in the Pathfinder editor but I'm having some issues.

The current issue I'm having is with the Soulknife. I have already added the Mind Blade (Shortsword), Mind Blade (longsword), Mind Blade (Bastard), and Dual Mind Blade scripts but they keep coming up with an error. It says, "Syntax error in 'pre-requisite rule' script for Thing 'wMBShortSW' on line one -> Tag 'Classes.Soulknife' not defined. This goes for all of the other Mind Blades. The script for Mind Blade (Shortsword) is:

if (tagcount[Classes.Soulknife] >= 1) then
@valid = 1
endif

Which is a direct copy and past from the 3.5 editor.

Also, when I try to add Class Special abilities that I added to the class they do not show up on the list.
 
Did you create the soulknife class before creating the weapons for it? The Classes.Soulknife tag is created during the process of creating the class.
 
Did you create the soulknife class before creating the weapons for it? The Classes.Soulknife tag is created during the process of creating the class.


Yes that was the first thing I did. Maybe I didn't do that right.

Edit: Ok I deleted some stuff and restarted the whole process again. I think I'll be good from there.
 
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Added all of the abilities but now I'm having some issues.

The Mind Blade Enhancement ability is not adding its bonus to weapon to hit or damage. Also, I am not able to add weapon abilities to the Mind Blades. I am not sure what I'm doing wrong. Currently I have everything set up just like it is in 3.5

Eval Script for Mind Blade Enhancement:
Phase: Post-levels Priority: 100 Index: 1
Code:
     ~ Calculate our name
      var bonus as number
      bonus = (field[xTotalLev].value-2)/4
      bonus = round(bonus, 0, -1)
if (bonus>0) then
      field[livename].text = "Mind Blade Enhancement <=" & bonus
endif

The Greater Weapon Focus (Mind Blade) ability is not adding its bonus to weapon hit. I'm also not sure what I'm doing wrong.

Eval Script for Greater Weapon Focus (Mind Blade):
Phase: Pre-levels Priority: 10000 Index: 1
Code:
~ If we're not shown, just get out now
      doneif (tagis[Helper.ShowSpec] = 0)

      ~ Add weapon focus to our mind blade picks.
      var result as number
      result = hero.childfound[wMBShortSw].assign[Broadcast.WepGrFoc]
      if (hero.childlives[wMBLong] <> 0) then
        result = hero.childfound[wMBLong].assign[Broadcast.WepGrFoc]
        endif
      if (hero.childlives[wMBBastard] <> 0) then
        result = hero.childfound[wMBBastard].assign[Broadcast.WepGrFoc]
        endif
      if (hero.childlives[wMBDual] <> 0) then
        result = hero.childfound[wMBDual].assign[Broadcast.WepGrFoc]
        endif

Any help with this would be appreciated.
 
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Move that Post-Levels/100 to Post-Levels/1000 or later, and try it again - things are still being calculated that early in the Post-Levels phase (in Pathfinder - nothing else is happening then in d20).
 
Ok, I got the Greater Weapon Focus problem solved. Now I still cannot get it to add the enhancement bonus to hit and weapon damage, nor can I change the mind blade to make it have a different ability.
 
How would I add a +2 racial bonus to Initiative? I can't seem to find any equivalent ability.
 
How do I add the Arcane Bond: Familiar to a class?

Also, how do I get an ability to scale with levels? For instance, an ability that increases in the amount of uses after so many levels how would I go about adding those increases in use as it levels?
 
Hmm, no one answered any of my questions. Are you mad at me?

But seriously, I would really appreciate some help with some of this. I promise that once it is all done I'll see about adding it to the .user files.
 
A racial bonus to initiative would be handled in HL the same way a generic bonus to initiative is handled - the Improved Initiative feat, for example.

Do you want an arcane bond the way a wizard handles it (choice of arcane bond or another ability), the way an adept handles it (delayed start), or the way a witch handles it (fixed, starting at first level)? Once you've figured that out, take a look at the class you're copying from, and see what you can figure out. Please ask again if you have any specific questions about how that class handles it.

Can you think of any existing class abilities that gain uses as they increase in levels? Have you read Tutorial 7? The "Class Specials, Part 3: Bombs" section there covers the process of creating a class special whose uses/day increase with levels.

Please check a calender before thinking you're being ignored. You posted these questions on Sunday afternoon, and then wondered why you hadn't gotten a response Tuesday at 7AM, the day after the labor day holiday.
 
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Hero Lab can't currently handle the sort of weapon power/bonus swapping that the mind blades and the Paladin's divine bond: weapon requires.

So, we'll set up a work-around. The 3.5 versions of the Mind Blades are set up not to show up in the list of weapons available for purchase. That's actually not the way it should be handled. Instead, on the weapons tab in the editor, uncheck "Don't Allow Selection". Now, a user can purchase Mind-Blades. More specifically, they can add them as custom magic weapons, adding the bonuses and powers they want for that weapon today.

Okay, now to make sure your average fighter isn't walking around with a Mind Blade.

Go to any feat or custom class ability that requires the presence of another class ability. For example, in the custom class ability tab, the Rogue's Major Magic ability - that requires the Minor Magic ability.

Take a look at that ability's Expr-Req, and you'll see that the Minor Magic requirement is:

Code:
hero.tagis[Ability.cRogMinMag] <> 0
Updating that to a more modern way of handling it:

Code:
#hasability[cRogMinMag] <> 0

So, go to your Mind Blade weapon, and add a new Expr-Req

Message: "Mind Blade ability required."
Pre-requisite Expression: #hasability[XXXXX] <> 0

Replace the XXXXX with the Id of the Mind Blade ability you created.

If you're doing things this way, you may also want to remove the bootstrapping of the Mind Blades - just let the user add the Mind Blade version(s) they want, with the bonuses and powers they want.
 
Please check a calender before thinking you're being ignored. You posted these questions on Sunday afternoon, and then wondered why you hadn't gotten a response Tuesday at 7AM, the day after the labor day holiday.

Sorry, I was just making a joke.
 
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