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Spelljammer in Pathfinder

We figure out a little later with a lot of trial and error more errors than trials. But we got the thing working. This is what we came up with so for. The racial special ability is called "change forms"

Code:
     ~ Only if checkboxes is checked
     if (field[abilActive].value <> 0) then
       perform assign[Helper.ChgDisab2]
 


       hero.child[aSTR].field[aPostMod].value += 8
       hero.child[aDEX].field[aPostMod].value += 4
       hero.child[aINT].field[aPostMod].value += 4
       hero.child[aCHA].field[aPostMod].value -= 2

       ~ Add a +120 foot Enhancement Bonus to our speed
       hero.child[Speed].field[tSpeed].value = maximum(hero.child[Speed].field[tSpeed].value, 120)
  
   
       perform hero.assign[Custom.SjBionoid]
     endif


We still have a couple of steps to go. Now we are trying to add on the racial hit dice, change the size to large, and give the creature a higher, natural armor class. But one step at a time
 
Last edited:
Bionoid

I'm almost finished with the Bionoid, I did when she said before and put all their transformations into a special ability, called "Form Changing".

Code:
      ~ Only if checkboxes is checked
     if (field[abilActive].value <> 0) then
       perform assign[Helper.ChgDisab2]

       hero.child[aSTR].field[aPostMod].value += 8
       hero.child[aDEX].field[aPostMod].value += 4
       hero.child[aCON].field[aPostMod].value += 4
       hero.child[aCHA].field[aPostMod].value -= 2

       ~ Add a +120 foot Enhancement Bonus to our speed
       hero.child[Speed].field[tSpeed].value = maximum                       (hero.child[Speed].field[tSpeed].value, 120)

       ~ Add a +5 dodge bonus to our armor class
       hero.child[ArmorClass].field[tACNatural].value = hero.child[ArmorClass].field[tACDodge].value + 5


      ~ we want to decrease our size by +
      var sizemod as number
      sizemod = 1
      call SizeChange

       perform hero.assign[Custom.SjBionoid]
     endif

For the most part everything checks out and we have a user tag call "SjBionoid" and connected everything else together. :confused:It really seems like I finished except for one thing the Bionoid has six attack's two forearm blades, two claws and two kicks. And I want to make the two claws and the two kicks a secondary attack how can you do that. I tried the forum with little results or maybe am not looking in the right place. Once I accomplished is I'll be finished with my Bionoid template. :)
 
Any chance of sharing the data file. I would love to look it over and possibly use it for my home game. I have some SJ plots I could throw at my players.
 
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