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I have another Eberron bug report for CP17.

The template 'Horrid Animal' isn't adding +5 Natural Armor like it should, per Eberron Campaign Setting p. 289.
 
There are several Path of War: Expanded disciplines, which I can add to characters via Martial Training I (and later feats in that tree), which are not available to classes that get those disciplines as part of their classes.

I assume this is because the feats have been added, for Expanded, but the classes haven't been updated yet.
But that could also have been a bug, if they were supposed to have been added but were not.
Only one of the classes from Expanded had access to all of it's disciplines.

The classes from the original book, that get one of two disciplines from the Expanded book does not have that feature implemented yet.

I suspect, these are features that will arrive with great applause and the gratitude of the many, at some future date, but it doesn't hurt to mention them, in the off chance that their not being included now is a bug as the disciplines are present as part of the pack.
 
I have another Eberron bug report for CP17.

The template 'Horrid Animal' isn't adding +5 Natural Armor like it should, per Eberron Campaign Setting p. 289.
Thanks for the bug report.


There are several Path of War: Expanded disciplines, which I can add to characters via Martial Training I (and later feats in that tree), which are not available to classes that get those disciplines as part of their classes.

I assume this is because the feats have been added, for Expanded, but the classes haven't been updated yet.
But that could also have been a bug, if they were supposed to have been added but were not.
Only one of the classes from Expanded had access to all of it's disciplines.

The classes from the original book, that get one of two disciplines from the Expanded book does not have that feature implemented yet.

I suspect, these are features that will arrive with great applause and the gratitude of the many, at some future date, but it doesn't hurt to mention them, in the off chance that their not being included now is a bug as the disciplines are present as part of the pack.
I honestly can not say if its a bug or not yet implemented. Too many things in the Pack to know off the top of my head. In addition any "recent" update to Pathfinder could cause something that use to work to no longer. This happened to Psionic powers in the last update. :(

If you could provide me with more details I would appreciate. Do you have a specific class and discipline that is not working/showing? That would help me to try and find the root cause allot faster.

Thanks! :)
 
I added the new tag "abCategory.PUPsiDisc". I have updated all the current Psion Disciplines to have this tag which is auto pushed to the hero if any Discipline is taken.

So for your script just have to test for this tag then.

Awesome. I'm working on the functionality of the ability, and I"m trying the following code to add 1 additional discipline

Code:
field[cGiveSpec].value += 1

I tried a forum search to figure out how to add an additional discipline (custom ability), but this didn't quite work. Any suggestions?

Edit: Nevermind. If found that this code needs to be fully qualified.

Note, this seems to be tied to the Psion class -- however, it may come about that a class other than the Psion may gain the discipline class feature. Is there any way to have this check not be tied to the class?
 
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Thanks for the bug report.

If you could provide me with more details I would appreciate. Do you have a specific class and discipline that is not working/showing? That would help me to try and find the root cause allot faster.
Thanks! :)

Thank you.


Stalker
Correctly has: Broken Blade, Solar Wind, Steel Serpent, Thrashing Dragon, and Veiled Moon.

Expanded adds the option of one of: Riven Hourglass or Tempest Gale; neither is an option currently.



Warder
Correctly has: Broken Blade, Golden Lion, Iron Tortoise, and Primal Fury.

Expanded adds the option of one of: Eternal Guardian or Piercing Thunder; neither is an option currently.



Warlord
Correctly has: Golden Lion, Primal Fury, Scarlet Throne, Solar Wind, Thrashing Dragon.

Expanded adds the option of one of: Piercing Thunder or Tempest Gale; neither is an option currently.



Harbinger
Correctly has: Cursed Razor, Shattered Mirror, and Veiled Moon.

Is missing: Riven Hourglass and Scarlet Throne.



Mystic
Correctly has: Elemental Flux, Mithral Current, Riven Hourglass, Shattered Mirror, Solar Wind, Veiled Moon.

Is not missing anything.



Zealot
Correctly has: Eternal Guardian, Golden Lion, Sleeping Goddess, and Solar Wind.

Is missing: Piercing Thunder.
 
Also, in addition to the above for planning purposes, there's

- Unquiet Grave in Lords of the Night, which harbingers, mystics, stalkers, and warlords may swap one discipline for (gaining Knowledge (religion) as a class skill in the process)
- Chimera Soul in the Lords of the Wild playtest (still not a book yet, alas), which stalkers, mystics, zealots and the animal companion of the Ambush Hunter Ranger may swap one discipline for
- Fool's Errand in the Fool's Errand playtest (still not in a book yet), which any initiator may swap a discipline for, gaining Climb as a class skill in the process

(I've got a partial version of that last one put together already, so that's particularly on my mind.)

I'm not sure if there's a clean way to represent these three options without modifying the classes directly. My first thought was maybe as mini-archetypes that add a single ability with a chooser for the discipline to swap out, but the complications of validating swaps from two different places would be something to keep in mind.
 
Take a look at Mathias's Location Location Location article. The hint is that it has to do with a "linkage".

Ok, next question: Boosted Surge Ability from Mythic Psionics gives +1 to the Surge Blast value (which translates into an additional +1d6 to the damge).

The Surge Blast Ability is based on the #value[cWldWildSu] -- try as I might, I can't seem to add anything to either the Surge Blast abValue or the Wild Surge Value

Wild Surge timing is post-attributes 10000, and Surge Blast is Final Phase 50000

I'm attempting the value change by this code:

Code:
hero.child[cWldSurBla].field[abValue].value += 1
It should be simple..but can't get it to work.
 
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Also, please give us error messages - Hero Lab lets you right-click and copy notify windows like error messages, so you can paste them alongside your code.

Not to mention timing - you're leaving out very important information - the phase & priority settings for your scripts.
 
I just wanted to differentiate the code block from the text of the post. It isn't in the code itself.

As for timing, I have tried multiple different timings, usually the same timings as the abilities themselves. Timing (for me) is kind of a fog of guessing.

There have been no error messages of any kind when I compile.
 
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I found it. Apparently the += 1 wasn't incrementing like it should have. When I changed to

Code:
hero.child[cWldSurBla].field[abValue].value = hero.child[cWldSurBla].field[abValue].value + 1

With the same timing as the Wild Surge ability (post-levels 10000), it worked fine. -- Wierd. I reverted to the increment syntax and now it's working. :/
 
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No, if you're at the same timing as the thing you're trying to modify, you've got a 50/50 chance as to which one runs first, which can mean that the change you've made can get overwritten if they run in the wrong order that time.
 
I found it. Apparently the += 1 wasn't incrementing like it should have. When I changed to

Code:
hero.child[cWldSurBla].field[abValue].value = hero.child[cWldSurBla].field[abValue].value + 1

With the same timing as the Wild Surge ability (post-levels 10000), it worked fine.
if you use the exact same timing then its a flip of the coin if it will work. You want to run BEFORE the Wild Surge ability.

In addition please use #value[] macro for the above. If Wild surge runs at Post-Levels/10000 then you MUST run BEFORE at Post-Level/9000 in example.
 
Shadow:

So, conceptually, if you are modifying an ability, you want to apply modifiers prior to it existing?

Also: I changed to the #value macro per request.
 
Shadow:

Can you create a "Collective" category like you did with Psion Disciplines? Edit: nm.. I did.. abCategory.PUPsiCllct will be pushed on the 3 collective class abilities once I commit the changes.

Suggestion: As a design convention, I think we should make categories of all cross-class class abilities, or class abilities with multiple custom abilities going forward. This would make testing of a hero having a particular class ability simpler without having to check for multiple versions of what amounts to the same class ability.
 
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So, conceptually, if you are modifying an ability, you want to apply modifiers prior to it existing?

Bootstrapped things are populated on the character before the phases where scripts generally run. A thing might have a script that runs at Post-Levels/10000, but the thing itself generally exists from some point in the First phase.
 
Shadow:

Can you create a "Collective" category like you did with Psion Disciplines? Edit: nm.. I did.. abCategory.PUPsiCllct will be pushed on the 3 collective class abilities once I commit the changes.

Suggestion: As a design convention, I think we should make categories of all cross-class class abilities, or class abilities with multiple custom abilities going forward. This would make testing of a hero having a particular class ability simpler without having to check for multiple versions of what amounts to the same class ability.
Not in disagreement about adding abCategory to Custom Abilities. The reason this exists is that LW ran into the same issues. So this ability has only existed for about a year and many parts of Psionics was built 5+ years ago.

Soulknife Blade Skills have an abCategory because I need it to do some of the soulknife Archetypes. In addition setting up Custom Expressions become much easier using abCategory tags.

The only thing is that we want to define the new abCategory "one" time on the mechanic. We should not create the tag on a Custom Ability. It can cause issues when making changes or if that "single" ability is ever removed the tag goes with. For these reasons I define them on the Psionic Mechanic so the logic is in a single place.

If you already did it on the Custom Ability I can change to to the mechanic pretty easily. Just if you do this in the future make sure to let me know.
 
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So, conceptually, if you are modifying an ability, you want to apply modifiers prior to it existing?
Maybe I will try an example.

Thingid.Shadow1
Post-Level/10000
Code:
field[abValue].value += 1
field[livename].text = "abValue =" & field[abValue].value
Assuming abValue starts at 0 after the above script runs at Post-Level/10000 the live name will be "abValue = 1".

Now then we add the following script logic:
Thingid.Shadow2
Post-Level/9000 (9000 is before 10000)
Code:
#value[Shadow1] += 2
Now abValue of Shadow1 starts at 2 and after the script runs at Post-Level/10000 the live name will be "abValue = 3".

In this example we will run AFTER Shadow1 script fires.

Thingid.Shadow2
Post-Level/11000 (11000 is AFTER 10000)
Code:
#value[Shadow1] += 2

This time abValue of Shadow1 is still at 0 and after the script runs at Post-Level/10000 the live name will be "abValue = 1". Then at Post-Level/11000 the abValue will be increased to 3 but sense Shadow1 script already ran the display to the user is 1 not 3.

Hopefully that helps some. :)
 
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