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Star Craft in Spelljammer

Sir.Nel

Well-known member
Hey guys it's me again feeling better than ever. My new thing is putting in Star Craft in Spelljammer/Pathfinder. Once I'm finished I will post most of my stuff out to be used by everyone. But I have a problem I'm trying to make a racial ability and I can't want doing something wrong. This is what I want the ability to do.

Due to their bloated nature, banelings are barely able to walk. Banelings has the ability to tuck into a ball and roll. Tuck and Roll acts just like a charge except for a couple difference, instead of a full round action it only takes a move action. And do not need to go into a straight line, that gives baneling the ability to go around objects in this is that a lot easier while charging. This ability also gives the baneling a better natural armor class of +4.

These are the three things I wanted to do.
*happened that the patient on the tab In Play
*double the new movement
*an added +4 to the natural armor class

I appreciate any help you can give me
 
These are the three things I wanted to do.
*happened that the patient on the tab In Play

I'm sorry, I don't understand this line, could you rephrase?

*double the new movement

What do you mean by "the new movement"? Is this a template or something which reduces the base creature's movement?

*an added +4 to the natural armor class

Look at the script on the Improved Natural Armor feat.
 
Thanks for the fast response Aaron and yes I am doing better. I've been working on this and looking up other abilities in this is what I came up with.in
~ If we're disabled, do nothing
doneif (tagis[Helper.SpcDisable] <> 0)

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

hero.child[Speed].field[tSpeed].value = 40
hero.child[ArmorClass].field[tACNatural].value += 4
hero.child[ArmorClass].field[tACArmor].value -= 2
hero.child[Attack].field[tAtkMelee].value += 2

The ability is called Tuck and Roll it similar to the ability to have on the videogame
 
Something I'd like to point out here:

Code:
hero.child[Speed].field[tSpeed].value = 40

You should almost never assign numeric field values in this way, because it discards any other changes made by earlier scripts. You generally want to figure out how much of an increase/decrease you need to provide, and then add/subtract accordingly. So if your intent is to double the creature's speed, a better way would be:

Code:
hero.child[Speed].field[tSpeed].value += hero.child[Speed].field[tSpeed].value

I think you could even do "hero.child[Speed].field[tSpeed].value *= 2" which is shorter, though I'm not at my HL box to try it and I'm not 100% sure it works off the top of my head.

But the point is, if other abilities/spell effects/magic items/whatever modify the hero's speed before your script runs, you want to make sure to account for that. You might not expect an all-devouring space monster to take Monk levels, but you gotta be prepared for what happens when they do.
 
I finally understand the top scripted to work the one in the bottom did. thanks Him;-)
 
Last edited:
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