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Liber Vampyr book

Rule Question - What is the difference in the feat "Novice Cruomancer" and the Sanguine Aspirant class ability "Accelerated Cruomancy" in regards to Cruomancer Level?

The feat is: You gain a cruomancer level equal to 1/2 your Hit Dice.
The Class ability is: A sanguine aspirant’s cruomancer level increases by 2 for every level of sanguine aspirant that she takes.

The class has a pre-req of the feat "Novice Cruomancer". So it would seem to me there is no need to script the class ability, if the feat is doing the same thing. Correct?

Edit - Well, going through the Sanguine Aspirant class, it seems to count each level as a cruomancer level. I tried to figure out Shadow's script, (like a custom tag or something), but I got nothing. So Shadow can you fix the cruomancer level on the Sanguine Aspirant. It's beyond me.

BTW - I upload the newest file from the edit.
 

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instead of getting a cruo level every two levels/HD you get two cruo levels for every one sanguine class level you take
 
Edit - Well, going through the Sanguine Aspirant class, it seems to count each level as a cruomancer level. I tried to figure out Shadow's script, (like a custom tag or something), but I got nothing. So Shadow can you fix the cruomancer level on the Sanguine Aspirant. It's beyond me.
See THIS post for how to setup a class.
 
when i tryed the blood points setting it up the way shadow had: 2 blood point staring at level 1 sanguine class level, it counted the other class levels as sanguine class level, even tryed staring it later on the list and dint work, you see you this class is a prestige class that you have to level 5 to get. but the way bp are set up it starts counting from the 1st class level you take not the 1st prestige class 1st level, but of corse that was almost a week ago dont know if you guys got this fixed yet or not.
 
Yea, I see what Shadow is doing and it's cool, but IDK if it going to work for the prestige class. I also don't know if the feat "Novice Cruomancer" feat is working right, as well as the adjustment I made to modify the class level.

ATM, I have my hands full with a million other things, and don't have the time to figure out how to get the issues back on track. I'll do what I can with the class abilities, but the Cruomancer levels / bloods points is going to have to go on the back burner for me, (unless Shadow can get around to them).

I think I got it working.
 

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ok hey shadow i made a 4th level rouge gave him Novice cruomancer feat that put him at 2 blood, added one level of sanguine class and it jumped to 11 blood points instead of beiing at 4 any ideas.
 
ok hey shadow i made a 4th level rouge gave him Novice cruomancer feat that put him at 2 blood, added one level of sanguine class and it jumped to 11 blood points instead of beiing at 4 any ideas.
Not without looking. Based on what you said I would assume to mean that in the Power array Sanguine PrC is setup with 9 instead of a 2? I would have to look at the class and the scripts when I get the chance.
 
basicly when i add the sanguine class it is counting the other 4 classes instead of just the one class level
 
basicly when i add the sanguine class it is counting the other 4 classes instead of just the one class level
The PrC has "Accelerated Cruomancy" which I assume got coded up. It says Blood Points = 3 + 3x Sanguine Aspirant level which is 6 points.

Cromancy Level is "2" from "Accelerated Cruomancy". Then the character gains two more levels from half the rogue levels. For a final CrL of 4 and blood points should be "6".

So looking at the .user file the "Power Array" is not setup right as it does not match the values in the book:
Code:
    <arrayval field="cPsiLevTot" index="0" value="[B]2[/B]"/>
    <arrayval field="cPsiLevTot" index="1" value="[B]4[/B]"/>
    <arrayval field="cPsiLevTot" index="2" value="[B]6[/B]"/>
    <arrayval field="cPsiLevTot" index="3" value="[B]8[/B]"/>
    <arrayval field="cPsiLevTot" index="4" value="[B]10[/B]"/>
    <arrayval field="cPsiLevTot" index="5" value="[B]12[/B]"/>
    <arrayval field="cPsiLevTot" index="6" value="[B]14[/B]"/>
    <arrayval field="cPsiLevTot" index="7" value="[B]16[/B]"/>
    <arrayval field="cPsiLevTot" index="8" value="[B]18[/B]"/>
    <arrayval field="cPsiLevTot" index="9" value="[B]20[/B]"/>

Then we have a script trying to set "extra" blood points directly being added which is a NO NO on a class. Everything was coded to work off of the Power Array above.
Code:
    <eval phase="PostLevel" priority="40000"><![CDATA[      ~ Add to Blood Point Pool
       if (field[xTotalLev].value >= 1) then
         #trkmax[trkNNWBPPl] += 1
        endif

       if (field[xTotalLev].value >= 2) then
         #trkmax[trkNNWBPPl] += 3
        endif

       if (field[xTotalLev].value >= 3) then
         #trkmax[trkNNWBPPl] += 2
        endif

       if (field[xTotalLev].value >= 4) then
         #trkmax[trkNNWBPPl] += 2
        endif

       if (field[xTotalLev].value >= 5) then
         #trkmax[trkNNWBPPl] += 2
        endif

       if (field[xTotalLev].value >= 6) then
         #trkmax[trkNNWBPPl] += 3
        endif

       if (field[xTotalLev].value >= 7) then
         #trkmax[trkNNWBPPl] += 2
        endif

       if (field[xTotalLev].value >= 8) then
         #trkmax[trkNNWBPPl] += 2
        endif

       if (field[xTotalLev].value >= 9) then
         #trkmax[trkNNWBPPl] += 2
        endif

       if (field[xTotalLev].value >= 10) then
         #trkmax[trkNNWBPPl] += 3
        endif]]></eval>

So based on the above its giving total of "2" at level 1 which is strange as it should be 6. Don't see from the scripts how its getting "9". I can see that its not giving the right values.

I also noticed that feat id="fNNWBldCon" name="Blood Conversion" is adjustment the blood pool value up/down which it should not be doing. Also instead of giving Con DMG its lowering the Con Bonus value instead. :(

I will have to run the scripts in HL to see why its producing 11.
 
Yep, that is all you Shadow, lol :-)

BTW I did change the above scrip in the last file posting, basically instead of += a value, I had it just = the max value per level.

~ Add to Blood Point Pool
if (field[xTotalLev].value >= 1) then
#trkmax[trkNNWBPPl] = 6
endif

if (field[xTotalLev].value >= 2) then
#trkmax[trkNNWBPPl] = 9
endif

if (field[xTotalLev].value >= 3) then
#trkmax[trkNNWBPPl] = 12
endif

if (field[xTotalLev].value >= 4) then
#trkmax[trkNNWBPPl] = 15
endif

if (field[xTotalLev].value >= 5) then
#trkmax[trkNNWBPPl] = 18
endif

if (field[xTotalLev].value >= 6) then
#trkmax[trkNNWBPPl] = 21
endif

if (field[xTotalLev].value >= 7) then
#trkmax[trkNNWBPPl] = 24
endif

if (field[xTotalLev].value >= 8) then
#trkmax[trkNNWBPPl] = 27
endif

if (field[xTotalLev].value >= 9) then
#trkmax[trkNNWBPPl] = 30
endif

if (field[xTotalLev].value >= 10) then
#trkmax[trkNNWBPPl] = 33
endif
 
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Yep, that is all you Shadow, lol :-)

BTW I did change the above scrip in the last file posting, basically instead of += a value, I had it just = the max value per level.
But the logic was already in place in the "Power Points" array. That is what sets the "classes" max blood pool.

So you set the "power points" array with the classes "Max Blood Pool" value. So in the array 0 (level 1) is set to "6" and array 1 (level 2) is set to 9. Then the script you put on the class takes the "MAX" value and applies it to the blood tracker. The reason is that Blood Pools don't stack we only ever want the highest one.

By doing += logic your "adding" to the blood pool increasing the max each time. So if something gave a blood pool of "3" and this PrC is 6 our final value needed is "6" not 9.

Hopefully that make sense. :)
 
I'll leave it all to you dude, today I had a funeral, wedding anniversary, and the wife had 5 hours of dental surgery. So I lost the logic hat today, lol.

So, the best I can do is the class abilities, and leave the Cru lvls and blood points to you dude.
 
I'll leave it all to you dude, today I had a funeral, wedding anniversary, and the wife had 5 hours of dental surgery. So I lost the logic hat today, lol.

So, the best I can do is the class abilities, and leave the Cru lvls and blood points to you dude.
Oh man! That is a rough rough day... :(
 
Thanks yall, it all cool now, and I'll have some down time this weekend to work on the class abilities. (Gives me something to do). But I am going to have to pass on the lvls and BP to Shadow. My mind is too scrambled to follow along, lol.
 
I fixed the issue. I used the wrong leveling field in the one script so it was causing issue. Opps. :)

Anyways this is all fixed now and I changed/updated all the class Unique ID's to make sure they are unique and using the full 10 characters. The classes "cHelp" ID is based on NNx where "x" is a number from 1 to 9. I also fixed the Channel Energy ability so it displays correctly on the class.

Some other misc fixes. Here is the latest file.
 

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I forgot Shadow already scripted the Revenant Bloodletter and there wasn't a whole lot to do for the Revenant Infiltrator. So they are all done.

Looks like just the Revenant Occultist and we will be all done, (other than bugs).

Cool
 

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ok i built a 5 lvl rouge and added 4 lvls of sanguine then i saw the human revenant vampire race and added it, then i looked at tracked items tab and there were two listings for blood points. I think there should be a perquirment on the race that you cannot have a cruomancer level or something like that.
 
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