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Liber Vampyr book

ok ill look at the power level setting, and i was just wanting cover our butts, this is the first time i have worked on something like this.
 
Well, I spent the last 3 days on the Vampiric Beast Form feat. Trying to get all the beast shape forms to add the various adjustments when the user activates it. Some success, got most of it in. But an issue comes up with any level based abilities and the bootstrap condition timing.

I think I had the same issue when we had the tracker, and I just adjusted the timing on the tracker, but if I did that to the ability, then the ability wouldn't work.

So ATM, the feat is 75% working and I need to leave it alone for now.

My Bootstrap condition was on wRake (I have deleted that now)

count:Custom.NNWCruoman >= 12 & hero#Custom.NNWVBFCat & (fieldval:abilActive <> 0)

The timing will not work past First 600 and the ability is set at post levels. Anyways my brain hurts ATM.
 

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ok i have the blood points working on classes. would merg files but im clueless on doing that, guess i one day will have to learn if i keep help on projects. any way heres my file.
 
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hey frodie, did you see the answer you got on necromancer's frorums:

Thanks for asking:

1) The cruomancy ability in the revenant template says "A revenant has a cruomancer level equal to her racial Hit Dice (if any), plus any amount gained from her class levels (if any)." So this means that revenants only increase their cruomancer level when they take a level in a class that increases cruomancer level. If the revenant happens to be a weird monster with racial hit dice, those hit dice will count towards its cruomancer level, however.

2) Most feats don't specify whether they are extraordinary, spell-like, or supernatural in nature, though you're right that it becomes somewhat more relevant with the vampire feats. As a general rule, I would say that any feat that allows you to expend blood points for an effect is probably a supernatural ability.

Hope that helps!
 
Yea, I saw that, but like Shadow said, (and I agree with him), it's in three different places and each reads a little different. I say, just leave it alone. There is an adjustment I put in there, that modifies the levels as you need.

BTW - I figured out the issue on the feat. The script was looking for the wrong tag. Sometimes you just need to step away.
 
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I haven't merge the files yet from Karrel's last update, but I finally finished the feat I was working on. Let me know what bugs you find (I am sure there is something).

I'll merge the files Monday. That's it for tonight for me.
 

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ok got two class abilities that just have numbers at certain levels. blood magic 1 at 3rd level and +1 at the following levels: 7,11,15, and 19th. how do i set this up script or some sort of tabs?

btw got paralyzing strike done. will post before i go home today.
 
think the following abilities are going to need scripts: blood magic from the occultist class and revenant vigor from the infiltrator class.
 
ok got two class abilities that just have numbers at certain levels. blood magic 1 at 3rd level and +1 at the following levels: 7,11,15, and 19th. how do i set this up script or some sort of tabs?

btw got paralyzing strike done. will post before i go home today.
Here is the basic class script I always start from:

Post-Levels/10000
Code:
[B][COLOR="Green"]~Set the list name[/COLOR][/B]
field[listname].text = field[thingname].text & " " & signed(field[xIndex].value)

[B][COLOR="Green"]~ If we're not shown, just get out now[/COLOR][/B]
doneif (tagis[Helper.ShowSpec] <> 1)
[B][COLOR="Green"]~ if we've been disabled, get out now[/COLOR][/B]
doneif (tagis[Helper.SpcDisable] <> 0)

field[abValue].value += field[xCount].value
field[livename].text = field[thingname].text & " " & signed(field[abValue].value)

The above will calculate its bonus as +1 and increasing by 1 each time its boostrapped. So set the script and then bootstrap the class ability multiple times at levels: 3,7,11,15,19.
 
Rules Question

Rules question about the Feral Vampire template. Everything is going fine and almost done, but I have notice something as I am going through. Each category has it's own special abilities and such. NP, but as I get closer to the last few categories there will be ability that modifies an ability from another category. That's fine and good, but there is nothing saying which abilities advance to the another category.

Short, if you got ability from an earlier category does it carry over to all categories?

I attached my files, but it hasn't been merged with anything new yall may have done.
 

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I finished the Feral Vampire template. The abilities are all done, I still think some abilities might be carried forward as you advance in a feeding category, but IDK. The rules aren't real clear on what is implied.

Anyways see what you think and let me know.
 

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ill look at it and maybe ask on the necro forums, i added all the pristage classes they are just typed in so i dont have to keep jumping to the book. but they are all there.
 
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ok just looked at feral vampire template some things of note:

Validation details stay up saying: Necrosis LT and SV: must have creature type: undead

in hungry mode: the toon loses 5 skill points instead of taking the negatives to the skill listed

in starving mode it adds a minnion that is called wolf and there seems to be no way to change that at this time, there is a chart listed that on should roll on in the book p49

other then that it appears to work good
i did a little more work on my stuff not much seeing how im at work
 
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I got the Necrosis fixed. I added an undead tag to the template show it shows as undead, (even thought it's not).

The skill points loss might because the loss of Intelligence. I think that is what you are seeing. But if not, let me know.

The wolf in the Hunter's Call is based on your hit dice. I don't think you get anything until 5 Hit Dice. But if you think it should be different let me know.
 
i typed set alot of stull last night i hope i didnt get to far ahead. but i add the special abilities for the prestige classes and add thiem as well, got the perrquirments done and got stuck on channel energy for on of the classes and stepped back due to time for work.
 
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That's cool. Once I finish up what I am working on then I'll merge the two files. So feel free to keep working on the classes :-)

I just have to add the last template and I am adding some activation abilities to the feats, (if you check the box "xyz" happens).

If you get on the Necro forums, also ask about the Vampire's Bite feat, if you get a bit attack. I had it in there and Shadow (correctly) removed it. But after going through the feral template, it might be something that is "implied". IDK Either way is cool, but it seems like you would get a bite (damage 1-4). Again IDK, just check and see.
 
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