• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Ptolus/Pathfinder - Chaositech things

skald1

Member
I'm having a minor problem as I port Ptolus skills for my current Pathfinder game. In particular, the skills called Chaos Surgery and Craft (Chaositech).

The problem with both lies in that both Intelligence and Wisdom modifiers are added in, however, it's the inverse of Wisdom. Hence, a +1 for Int is added as +1 to the skill as normal. But a +1 Wis is treated as a -1 to the skill, a +2 Wis is -2 to the skill, etc.

How would I script this in the editor?
 
I replied in your other thread. Here is a copy:

Final/15000

hero.child[kSpawnCraf].field[kModValue].value -= hero.child[aCON].field[aModBonus].value

This works for d20, I tested it.

Right click on a skill and show fields, do the same for a stat.

Compare aModBonus to pathfinder version and kModValue to pathfinder version to port from d20 to pathfinder.
 
Here's how I'd go about this:

Create your new skill as a WIS-linked skill, and add it to a test character.

Now, in the develop menu, make sure that the first option, "Enable Data File Debugging" is checked.

On the skills tab, right-click on your skill and select "Show debug fields for XXX".

While keeping an eye on the list of information that pops up, change the wisdom of the character, and see what happens to the various fields on that skill. You'll see that the skAttrBon field (kAttrValue in d20) is storing the WIS bonus.

Now, right-click on the skill again, and choose "Show debug tasks for XXX". Looking at the list of scripts that are running on that skill, you'll see that most are unnamed, but there's a script named "Field Calculate - field "Attribute Value" (skAttrBon)", running at Post-Attributes/10000. You'll also see that a script named "[Skill Final]" happens at Post-Attributes/11000.

Now to make the changes to your skill.

In the editor, create a new Eval Script, and for the phase and priority, use Post-Attributes, 10500, since you want to run this after the attribute bonus is calculated but before the skill is finalized.

Code:
~our Widsom mod is the negative of itself
field[skAttrBon].value = -field[skAttrBon].value
 
~add our INT mod to the skill's attribute bonus
field[skAttrBon].value += #attrmod[aINT]

(Risner, since the #attrmod[] macro hasn't been added to d20 yet, use hero.child[aINT].field[aModBonus].value)
 
Back
Top