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Spell-Less Ranger + Archetypes

I just wanted to apologize to everyone helping me. I know I'm blowing up the forums with questions...I'm just trying to learn and put up a complete file.
 
Alright, I'm needing some help. Could Andrew or Shadow take a look at this file? I'm making good progress, but for some reason I can't seem to get a Class Ability to even show up from this archetype. I'm trying to get the Teamwork class special to work on the Companion-Bound archetype.

Andrew, I tried to mimic your work-up, and scripting for it, including the configurable...and I'm not getting any errors....but applying it to a hero, the Teamwork ability didn't show up at all. Here's the file.

I'm seeing the Teamwork class ability added just fine, it shows on the Class abilities list at 4th level. Is the issue that the feat is added at 1st level? You can handle that with a bootstrap condition.
 
Well, when working with it, I couldn't find any evidence that Teamwork was being added to the character. It wasn't on the class tab, the specials tab, and the configurable wasn't showing up. The Teamwork special, coordinated companion feat, and configurable, should all show up at lvl 4. I'm not seeing any of that show.

I've even tried taking everyone off of Teamwork to where it's just an empty Class Special....and even that doesn't show up. Even after doing a Ctrl+R to reload the files.
 
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Sorry, this may seem like a silly question, but did you add the archetype that bootstraps all that stuff?
 
I did, and that's why I'm so baffled. I've went back and double check all of the unique ID's, followed the trail of the addition (archetype boostrap to class ability, class ability to bootstrapped feat, etc.), tested everything, and nothing has worked.
 
Alright, so what I ended up doing is scrapping the ability/feat and starting new. Really it was just deleting/remaking it with pretty much the same code. This time though...it worked. I haven't coupled in the configurable, but the Teamwork class ability now adds coordinated companion. I've also added in the code as a script:

Pre-Levels/10000
~ Add to feats allowed
#resmax[resFeat] += 1

In order to give that bonus teamwork feat. I also added language on the ability to notify that you have to manually ensure that it's a teamwork feat. New problem. Once I level up to 4, and gain Teamwork/Coordinated Companion....reducing the level back down to three does not remove Coordinated Companion/bonus feat. I know this requires a get out/disable statement, but I'm not sure what that'd be for a class ability. I'll search the threads to see what I find.

Edit: Yeah, it's adding coordinated companion before the ability itself is added. So I added a classcount condition to the Coordinated Companion bootstrap. However, my eval script to add a feat either works BEFORE the ability is active at lvl 4, or adding a get-out statement

~ If we're not activated, just get out now
doneif (field[abilActive].value = 0)

Then it doesn't seem to add a feat at all. I'm not sure where my middle road is.
 
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abilActive is the field which is toggled by checking a box on the In-Play's Activated Ability table. You probably want

doneif (tagis[Helper.ShowSpec] = 0)

Make sure that the script is running in PostLevel instead of Pre-Level
 
Alright, pretty much done with this, and things are taking my focus away from it currently. Who do I need to send this to for vetting or whatever to make it available to the community?
 
Congratulations on finishing this project Brolthemighty! I think you send it to ShadowChemosh, though I am not sure whether he has any QA/testing procedures for the community files.
 
Congratulations on finishing this project Brolthemighty! I think you send it to ShadowChemosh, though I am not sure whether he has any QA/testing procedures for the community files.
I need to look into this as the original Spell-less ranger was NON-OGL so it couldn't be shared. I have not looked into yet if this new version is the same way. If it is we don't have a good way currently, its being worked on, of sharing non-OGL work. Or honestly if it should be done at all.

But feel free to send my way and we can take a look to see what the licenses say. My email is my forum user id at yahoo dot com.
 
Sounds good Shadow. I'll see if I have a bit more time tonight to finish those last three feats too. If it can't be shared, I guess we could always send it back to Kobold so they can at least distribute a complete file instead one that barely has anything.
 
One thing I didn't see if you posted, is something that Shadow helped with me about a yeah and a half ago.... you have to put in an EVAL script for the Spell-Less Ranger that gets the animal companion....

First/400
~ If Animal Companion not chosen then get out now
doneif (hero.childlives[cRgrComp] = 0)
~ Spellless ranger no longer gets -3 adjustment to animal
hero.child[cAnimClass].field[CompClAdj].value = 0

The spell-less ranger does not get the -3 levels penalty to the animal companion.
Also take into account the one time feat of Additional Animal Companion.

But I want a copy of that file if I might ask. I love playing that class. I'm am no programmer, I do the hardware side of computers.
 
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Alright, looks like I have one final ability to finish. One of the Ranger Tricks that add to a situational ability. Here's the trick:

Improved Stealth Attack: You may add an additional 1d6 to your total stealth attack damage.

Now, looking at how the class ability is scripted....

~Post-Levels 10,0000
field[abValue].value += field[xCount].value
field[livename].text = "Stealth Attack +" & field[abValue].value & "d6"
field[abSumm].text = "+" & field[abValue].value & "d6 damage if you flank your target or your target is flat-footed."
field[listname].text = "Stealth Attack +" & field[xIndex].value & "d6"

I know I need to modify this somehow....I'm just not sure how. I'm thinking it's traveling from hero, to the class ability, and then modify the xCount value?
 
I know I need to modify this somehow....I'm just not sure how. I'm thinking it's traveling from hero, to the class ability, and then modify the xCount value?
You don't need or want to modify the above script actually. The reason we are always using "abValue" is so that "outside" Things can modify the values from other scripts.

So the idea is to increase abValue by one because we can see:
Code:
field[abValue].value += field[xCount].value
the count is set into abValue and abValue can be accessed from outside the Thing.

So replace the below XXXXX with the unique id of your class ability. Also you need to set the timing so that this script runs "before" the class ability script.
Code:
~add an additional 1d6 to stealth attack damage.
#value[XXXXX] += 1
 
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