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Spelljammer in Pathfinder

Ah, so it's only supposed to recieve the 2 handed damage bump when it is thrown, not when it is used in melee?

In that case, instead of assigning the Helper.DamageUp tag, add 1 to the wRanDamage field. I am confident you can find an example of adding to a field's value (but remember you have to use the focus. transition first!).
 
Happy Fourth of July guys. From your last post I'm a little confused. You say to assign a Helper.DamageUp tag, add 1 to the wRanDamage field. I got the first part my man AndrewD2 told me to tag something. But the second part I don't understand and you tell me to go find an example but where. I know you gave me a link and I tried my best so call me ignorant newbie with the will to learn. The star shield is a melee weapon that can be used in either one-handed or two-handed. But when you throw the star shield it does 2D6 points of damage because of the magical properties. The shield gains momentum in the air and ricochets off opponents. So everything does work and works fine except when you see the damage for the throwing is 1D6 instead of 2D6. I'm crazy happy with you guys gave me and like I said to you guys that I appreciate you all.
 
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I said to replace assigning Helper.DamageUp with adding 1 to the wRanDamage field. In the code that I posted earlier in the thread, this is the line that assigns that Helper tag:

Code:
  perform focus.assign[Helper.DamageUp]

You can find an example of something which adds to a field by making a copy of it and looking at the eval script. Here is an eval script I copied from the barbarian's Fast Movement class special:

Code:
      ~ If we're not shown, just get out now
      doneif (tagis[Helper.ShowSpec] = 0)

      ~ If we're disabled, do nothing
      doneif (tagis[Helper.SpcDisable] <> 0)

      ~ We need to assign our FastMove tag, because the Fleet of Foot
      ~ class ability needs to check for it soon after
      perform hero.assign[Hero.FastMove]

      field[abValue].value += 10

      field[livename].text = field[thingname].text & " +" & field[abValue].value
      field[abSumm].text = "+" & field[abValue].value & " feet to speed, unless heavily loaded."

      ~ If we fail the test for being speedy, get out
      if (hero.tagis[Encumbered.Light] + hero.tagis[Encumbered.Medium] = 0) then
        perform assign[Helper.SpcDisable]
        done
        endif

      ~ If we fail the test for wearing Heavy Armor, get out
      if (hero.tagis[Hero.HeavyArmor] <> 0) then
        perform assign[Helper.SpcDisable]
        done
        endif

      ~ We passed, so add to our base speed.
      hero.child[Speed].field[tSpeed].value += field[abValue].value

Can you see where in that script a field has some value added to it (there are 2 examples)? Can you adapt that to add to the appropriate field for your shield bash item?
 
add a portrait in .user file

I have followed your advice and made my own monsters by using other scripts from other monsters to get the job done. Now I'm trying to put in image or portrait in my .user file so when I generate my monster it comes with a portrait automatically. How can I do that?
 
I have followed your advice and made my own monsters by using other scripts from other monsters to get the job done. Now I'm trying to put in image or portrait in my .user file so when I generate my monster it comes with a portrait automatically. How can I do that?
Images are stored in the .por file not .user files. So make a new .por file for this monster and set equipment and add your image.

Then you can save multiple monsters into a single .por file. After its holding a bunch of monsters you can rename it to a .stock file. Place that file into the same place as your ,user files. This way the encounter builder will have access to these monsters.
 
What's up guys, hope you guys are doing good. I have a little problem. I'm trying to make a prestige class I'm almost finished and had no problems except one. Let me start at the beginning the requirements you need three ranks in knowledge religion, arcane and psionics. You also must manifest or cast first level psionic powers, first level arcane spells and first level divine spells. And last but not least you need a 13 in your intelligence wisdom and charisma ability scores. This prestige classes not for players is for the NPC's. The problem I'm having is that I can only blend two classes of power not three everything else works except that. Is there a way to get around this or do you have a script that I can employ need help that have a game on Saturday.
 
So if I am understanding you, this prestige class has it's own spellcasting, which has 3 different spell/power lists for 3 different sets of spell slots?

If that is the case, you are in luck! From the release less than 2 weeks ago:

There is now a table for Tertiary spells. It works just like the Secondary spells table, but using tags which replace "Sec" with "Ter" in their unique IDs. This was necessary for the Spirit Dancer archetype, which can allow a hero to host both the Archmage and Heirophant spirit, each of which need their own table for spells.

For relevant scripts to start you off, I would point you at the Archmage Arcana and Divine Surge abilities of those spirits. All this content is from Occult Adventures, so if you don't have access to that I can paste the code here, but I'd rather not. It's a loooong bit of code because each is manipulating different cells of a matrix, and the important bit that you need to know is the unique ID of the matrix field which stores the 2nd and 3rd spells. That is cCastTot (primary spells), cSecTot (secondary spells), and cTerTot (for tertiary spells). Similarly, the candidate expression fields for those are cSpellExpr/cSplScExpr/cSplTeExpr
 
Sometimes I have a problem explaining myself I used the wrong terminology and sometimes I make myself and others believe that we on the same page. When I explained to you about my prestige class, I assumed that I made myself clear but reading that the stuff I wrote it makes sense to me either. Let's assume the NPC makes the requirements and has one level in wizard, one level in Psion and two levels in Cleric. When he takes the prestige class and goes open level in that class I want the prestige class to behave by giving each class I don't know what to call it a level of manifesting and casting very similar to Mystic Theurge and Cerebremancer . Almost saying that the proceeds class that am designing is a hybrid of the two. There is a place that you can check on the class tab “Double Extra Magic Levels” and under this “Extra Level Restrictions” and under that “2nd Extra Level Restrictions”. And my problem is I need a third slot or away to go around this. Last night's little tired so when I read your post I assumed that by buying Occult Adventures for $9.99 it should waited for this morning but us the way the cookie crumbs it's nobodies fault of minds. With this new information I hope you can help me out.
 
We offer a 60 day refund garauntee. If you bought OA by mistake, please contact us through the automated system and we'll make it right.

Ah, so now I understand better. So unfortunately while you could add more "extra magic levels" by adding to a field on the class helper there isn't a way to seperate those out and require them to choose a certain kind of class different from the others.

In this case I think you'll have to supplement the extra magic levels picks added to the class with a class special which does the same thing but is bootstrapped (one at every level). That way you can have your primary magic levels choose Arcane classes, secondary magic levels choose Divine classes, and your workaround bootstrapped class specials choose Psionic classes.
 
By the by, the eval script for this is pretty simple, just give the class special a chooser, then transition to the chosen class and add to the cMagicLev field.
 
I decided to use the class tab “Double Extra Magic Levels” and the “Extra Level Restrictions” the “2nd Extra Level Restrictions” for the first two classes and for the third I do agree with you I might have to make a class special book follow life of me I don't know where to start I know you said is easy but sometimes us look at this and I feel dumbfounded.
 
In my spelljamming campaign I have a lot of force weapons. One of my magical items are a reading of force resistance. But when I employed the script from ring of acid resistance and replace acid with force it doesn't work help me out please.
 
I decided to use the class tab “Double Extra Magic Levels” and the “Extra Level Restrictions” the “2nd Extra Level Restrictions” for the first two classes and for the third I do agree with you I might have to make a class special book follow life of me I don't know where to start I know you said is easy but sometimes us look at this and I feel dumbfounded.

Sorry for dropping the ball on this response. You just need to create the class special and bootstrap it once for each level of the prestige class. In the user candidate field, fill in a tag expression for the 3rd kind of casting tag on class helpers.

For example, if you had set up the usual mechanisms to pick Psionic and Divine casting classes, your tag expression for arcane spells would be "component.BaseClHelp & CasterSrc.Arcane". Then each special would have an eval script which was like

First 10000
Code:
      ~ Don't do anything if we are too low level.
      call foctoclass

      doneif (state.isfocus = 0)

      doneif (focus.field[cTotalLev].value < tagvalue[ClSpecWhen.?])

      ~ If we're disabled, just get out now
      doneif (tagis[Helper.SpcDisable] <> 0)

      ~ Stop if we haven't chosen anything
      doneif (field[usrChosen1].ischosen = 0)

      ~ Transition to the class we chose and add 1 magic level
      field[usrChosen1].chosen.field[cMagicLev].value += 1
 
In my spelljamming campaign I have a lot of force weapons. One of my magical items are a reading of force resistance. But when I employed the script from ring of acid resistance and replace acid with force it doesn't work help me out please.

That energy resistance doesn't exist, so you'll probably want to make your own.
 
That energy resistance doesn't exist, so you'll probably want to make your own.
Which will be on the "General->Ability" tab in the editor. I recommend doing a "New (Copy)" vs an existing energy resistance and changing the wording to be "Force".
 
how can I make a combination range weapon a melee weapon, without writing the scrip

:confused:I'm in the middle making a weapon but I cannot make a combination range weapon a melee weapon, without writing the script and I'm not too good at that. It's similar to the Stargate weapon of the Ori.:)

Crys-staff Weapon (Weapon, Exotic, Ranged)
Cost: ?
Dmg (M): 1d12; alternatively as quarterstaff
Range Increment: 100ft
Weight: 10lbs
Type: Force

The Crys-staff Weapon is a heavy ranged weapon that fires bolts of fire energy (Force). It fires at the rate of one shot per attack roll for 20 rounds, and then must recharge for 1d6 rounds before being used again. After 1d100+50 recharges it becomes inert until a new power cell (cost 1200gp) is inserted.

A Crys-staff weapon must be armed (as a minor action) before use. Disarming a staff weapon is a free action. The act of charging a staff weapon can be used to give a +5 bonus to an Intimidate check.

A Crys-staff, charged or discharged, may be used as a Quarterstaff using the standard stats for such a weapon.

If somebody who does not have the appropriate Exotic Weapons Proficiency feat attempts to fire a Crys-staff weapon and misses on their attack roll, there is a 20% chance of their hitting a undesired target for half damage, and a 5% chance of hitting an undesired target for full damage.
 
I forgot to To say thank you make this weapon into staff magical weapon insoluble my problems. I have a book weapons that cannot be covered under "staff". The Crys-staff is part of the weapon group called Crys-Weapons and I went as far to making a group on hero lab. And I also made an archetype that specialize in these weapons. So on reaching up to you guys to see if you can help me out appreciate...
 
:confused:I'm in the middle making a weapon but I cannot make a combination range weapon a melee weapon, without writing the script and I'm not too good at that. It's similar to the Stargate weapon of the Ori.:)

Crys-staff Weapon (Weapon, Exotic, Ranged)
Cost: ?
Dmg (M): 1d12; alternatively as quarterstaff
Range Increment: 100ft
Weight: 10lbs
Type: Force

The Crys-staff Weapon is a heavy ranged weapon that fires bolts of fire energy (Force). It fires at the rate of one shot per attack roll for 20 rounds, and then must recharge for 1d6 rounds before being used again. After 1d100+50 recharges it becomes inert until a new power cell (cost 1200gp) is inserted.

A Crys-staff weapon must be armed (as a minor action) before use. Disarming a staff weapon is a free action. The act of charging a staff weapon can be used to give a +5 bonus to an Intimidate check.

A Crys-staff, charged or discharged, may be used as a Quarterstaff using the standard stats for such a weapon.

If somebody who does not have the appropriate Exotic Weapons Proficiency feat attempts to fire a Crys-staff weapon and misses on their attack roll, there is a 20% chance of their hitting a undesired target for half damage, and a 5% chance of hitting an undesired target for full damage.

This seems like the kind of thing which needs an activation to change between the different "modes". You'll need to adjust the wMain tag (for damage) and the wCategory tags (Double and Melee, or RangeProj), and do so pretty early, like First 10000.

Also, the script needs to detect whether it is in a container or on the hero, so it can go to the correct context to detect activation and apply tags.
 
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