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Reviving 3.0 Deepwood Sniper

Ok so in the campaign I am in everyone imo is grossly OP so in order to bring my character to their level of cheesiness I was looking at implementing an old PrC I have been dying to play since I first started 3.5 and that was the Deepwood Sniper out of the Masters of the Wild splat book. I have since gotten the basic class programmed out in Hero Lab but I am running into issues as far as implementation of the Special Abilities such as Projectile Improved Critical, Keen Arrows, and Range Increment Bonus. I'm just having problems coding those particular abilities properly.

Basic algorithim I want the code to follow would be something like
If weapon = weaponwithweaponfocus <> 0 then
if char has far shot
weapon range = (base * 1.5) + 10 /deepwood sniper level
else if char has far shot and distance weapon
weapon range = (base * 1.5) * 2 +10/deepwood sniper level
endif

Any help with this would be greatly appreciated
 
Ok so in the campaign I am in everyone imo is grossly OP so in order to bring my character to their level of cheesiness I was looking at implementing an old PrC I have been dying to play since I first started 3.5 and that was the Deepwood Sniper out of the Masters of the Wild splat book. I have since gotten the basic class programmed out in Hero Lab but I am running into issues as far as implementation of the Special Abilities such as Projectile Improved Critical, Keen Arrows, and Range Increment Bonus. I'm just having problems coding those particular abilities properly.

Basic algorithim I want the code to follow would be something like
If weapon = weaponwithweaponfocus <> 0 then

You can search for the tag Broadcast.WepFocus on the weapon itself or the tag WepFocus.? where ? = the thingid of the weapon on the hero (ie WepFocs.wBattleaxe].

if char has far shot
weapon range = (base * 1.5) + 10 /deepwood sniper level
else if char has far shot and distance weapon
weapon range = (base * 1.5) * 2 +10/deepwood sniper level
endif

Any help with this would be greatly appreciated

Take a look at the Far Shot eval script:

Post-levels/10000
Code:
      ~ If we're disabled, do nothing
      doneif (tagis[Helper.FtDisable] <> 0)
      ~ All Range weapons (both Projectile and Thrown)
      foreach pick in hero from BaseWep where "wCategory.Range?"
        ~ projectile weapon increase range by 50%
        if (eachpick.tagis[wCategory.RangeProj] <> 0) then
          eachpick.field[wRangeInc].value *= 1.5
        ~ thrown weapon increase range by 100%
        elseif (eachpick.tagis[wCategory.RangeThrow] <> 0) then
          eachpick.field[wRangeInc].value *= 2
          endif
        nexteach

You should be able to use this to create your own script for the above situations. I would recommend that you run your script later than Far Shot. You also might want to check the script for Distance Weapon.

Sorry I can't be more specific at the moment, I have a lot on my plate today. If you need more help, let me know, but hopefully this will get you going in the right direction.
 
I was just thinking since the far shot is a requirement for the class couldn't I do something like

~if not a distance weapon
wRangeInc.value += +10 * (what ever the identifier is for the class level)

~if a distance weapon
wRangeInc.value *= 2 + (10 * (what ever the identifier is for the class level))

I'm just trying to make sure that all multipliers are done first before the static +10 per level
 
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I was just thinking since the far shot is a requirement for the class couldn't I do something like

~if not a distance weapon
wRangeInc.value += +10 * (what ever the identifier is for the class level)

~if a distance weapon
wRangeInc.value *= 2 + (10 * (what ever the identifier is for the class level))

I'm just trying to make sure that all multipliers are done first before the static +10 per level

I think the way to do this might be something like this:

var mod as number
mod = 10*#levelcount[classid]

if (distance weapon) then
wRangeInc.value *= 2
endif

wRangeInc.value += mod
 
Alright so I have set up as

var mod as number
mod = 10*#levelcount[cDeepSnpr]
wRangeInc.value += mod

came back with Tag 'Classes.cDeepSnpr' not defined
 
Also this comes up as well

"Linkage pick 'table' not located for current context
Location:'eval script component 'BaseCustSp' (Eval Script '#1") near line 14"
 
Alright so I have set up as

var mod as number
mod = 10*#levelcount[cDeepSnpr]
wRangeInc.value += mod

came back with Tag 'Classes.cDeepSnpr' not defined

Sorry. I may have mislead you slightly. Inside the brackets you need the tagid. To find it, go to the class tab in the editor, and click on Deepwood Sniper. In the upper right, look for the button that says "Tags". Open that up, and look for the tag that starts with the Group Id "Classes". Whatever is listed as the Tag Id is what you will need to put inside the brackets above.
 
Also this comes up as well

"Linkage pick 'table' not located for current context
Location:'eval script component 'BaseCustSp' (Eval Script '#1") near line 14"

I would nee more information on this to know what the problem is. If once you've resolved the first issue you are still getting this, I would probably need to see the .user file.
 
not defined ><... mind if I just send you the .user file? I also went ahead and put prototype scripts in for the Projectile Improved Critical, and Keen Arrows special abilities should you want to look at those as well.
 
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not defined ><... mind if I just send you the .user file? I also went ahead and put prototype scripts in for the Projectile Improved Critical, and Keen Arrows special abilities should you want to look at those as well.

Sure. You can email me (sendric [at] gmail.com).
 
Alright email sent and thank you so much. Also source material for the class is in the Masters of the Wild splat book
 
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Alright cool so the class is just about complete just working on the increase to projectile critical multiplier thank you Sendric for helping me out with this.
 
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