• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Stonewarden Class Help

AndrewD2

Well-known member
Since I figure there will be a few questions while I'm trying to finish this up I'm just going to start a general thread for it.

I'm working on entering the Stonewarden Paragon class from In the Company of Gargoyles.

One of the things I thought would be simple would be a copy of the fleet feat that only affected flying. After scouring the forums for instances of xFly every idea I could come up with didn't work. So that is the first thing I'm working on is making a version of Fleet that only affects fly.

There is also an ability that grants Acid Resistance the becomes Acid Immunity if your level > 10.

There are selectable abilities like Rogue Talents. One grants an additional set of claws as a secondary attack instead of primary (I got that figured out) but there is another that allows you to select one of the additional sets of claws and turn it into a primary attack (which I haven't figured out).

I'm sure I'll have more questions later, but as it is approaching 2:30AM for me, I really should sleep.

Thank you in advance for any help you can give.
Andrew
 
Well I figured out the Fleet feet. I just copied it and used the #value[xFly] += 5 in the area where the assignment originally was.

I'm currently working on a Burrow speed that is supposed to be equal to half the fly speed and got the ability setup and have xBurrow bootstrapped. I try to use:

#value[xBurrow] = (hero.child[xFly].field[Value].value)/2

to assign the value but I get an error of:

Hero Lab was forced to stop compilation after the following errors were detected:

Syntax error in 'eval' script for Thing 'cStoBurrow' (Eval Script '#1') on line 1
-> Non-existent field 'Value' used by script

I'm not exactly sure what's wrong here, I've actually copied it from a post to get the value of the fly speed.

Still working on the acid resistance from earlier.
 
Ok, the class gets natural attacks that increase by level. It starts with claws that have increasing damage. I got those to work modifying the code from the monks unarmed strike ability. At 4th and 9th levels it gains a bite and a gore (respectively).I tried modifying the code for the bite and gore, but for some reason they're still showing up as weapons before they're supposed to be available.
 
You need to add a bootstrap condition to limit the attack from adding until you reach the correct level. Can you think of any classes that gain some specific feat at a level higher than 1? That might be a good place to investigate.
 
Just to add to what Aaron is saying, as one may not trust what a person with only 3 posts has to say :p, but you may wish to look at the rangers "Class Special" named "Endurance (bonus feat)" to see how the Bootstrap condition looks like. :)
 
Hmm, well I used count:Classes.GargParag >= 9 & !AbReplace.cStoGore and now while the attacks don't appear when they're not supposed to ... they don't appear at all.

Also, none of the natural attacks appear to be having the Str Mod added to damage.

Edit:
It does properly show up in the specials tab though, just not under weapons (along with the aforementioned missing STR mod).

Edit 2:
I've also done it without the !AbReplace string attached with the same effect.
 
Last edited:
Ok, so here's the code I'm currently trying.

Code:
  if (field[xIndex].value <= 1) then
        field[listname].text = "Claws 1d4"
      elseif (field[xIndex].value = 2) then
        field[listname].text = "Claws 1d6"
      elseif (field[xIndex].value = 3) then
        field[listname].text = "Claws 1d8"
      elseif (field[xIndex].value = 4) then
        field[listname].text = "Claws 2d6"
      elseif (field[xIndex].value = 5) then
        field[listname].text = "Claws 2d8"
      else
        field[listname].text = "Claws 4d6"
        endif

      ~only perform the rest on the first copy
      doneif (tagis[Helper.FirstCopy] = 0)

      ~ Get our Claws pick, delete the damage tag from it, and assign
      ~ a new damage tag.
      var dice as string
      perform hero.child[wClaw].delete[wMain.?]
      if (field[xAllLev].value < 4) then
        perform hero.child[wClaw].assign[wMain.1d4_4]
        dice = "1d4"
      elseif (field[xAllLev].value < 8) then
        perform hero.child[wClaw].assign[wMain.1d6_5]
        dice = "1d6"
      elseif (field[xAllLev].value < 12) then
        perform hero.child[wClaw].assign[wMain.1d8_6]
        dice = "1d8"
      elseif (field[xAllLev].value < 16) then
        perform hero.child[wClaw].assign[wMain.2d6_104]
        dice = "2d6"
      elseif (field[xAllLev].value < 20) then
        perform hero.child[wClaw].assign[wMain.2d8_204]
        dice = "2d8"
      else
        perform hero.child[wClaw].assign[wMain.4d6_106]
        dice = "4d6"
        endif
      field[livename].text = field[name].text & " (" & dice & ")"

I've also had the wClaw set to the id cStoNatAtt which is the special ability in the class that bootstraps wClaw.


At level 10 the damage should be 1d8 which the attached picture shows that the label is updated, but not actually the damage. So while I've gotten the damage to finally show up, its not properly scaling ... and there is supposed to be both a bite and a gore attack in there that are not showing up.
 

Attachments

  • claws.jpg
    claws.jpg
    30.8 KB · Views: 8
Ok, not sure what happened ... but I wiped out my eval script, tested, and then copied it back in and now Claws show up 6 times ... but one of them have the right damage. I have no clue why. And while I was typing this I somehow got all the wrong ones to go away and the right one be there ... so I ended up with a working version after all. The only thing left is to figure out how to get it to now say "Claw x2 (Claws(xdy))" for the weapon while still getting it to say Claws (xdy) on the specials tab ...
 
Searching for wClaw

I'm trying to make a copy of the wClaw weapon to modify, but I can't find it in the editor anywhere.

Is it not there or am I just blind?

Thanks,
Andrew
 
I am not the best to answer this, and correct me if I'm worry, but it looks to me the only way is to go to race custom specials tab and make it there and then bootstrap it there using the natural weapons (claw ) . then do your mods after that. but not sure - I just played with it and I got it to work in that window. Hope that helps. I hope if it doesn't someone with more knowledge can help you.

No I still need to work out some details.
 
Last edited:
The class I'm working on can end up with multiple sets of claws by taking Enticements (similar to an Eidolon's evolutions). But these extra arms are secondary attacks (unless another enticement is taken to make them primary).

I figured I'd need to have two different weapons to bootstrap, because when I tried adding the second set of claws the damage was actually messed up (see the post Stonewarden Paragon Class for what I was doing with that).

Then I figure with the enticlements that change to primary attacks I'd subtract 2 from the value on the secondary attack and add 2 to the value of the primary.
 
Near the end of the options in the editor is the Custom tag group - you can create new custom tags there.

When you're setting up the bootstraps of your claws, add one of the new custom tags you've created. Then, when you're searching through all the claw attacks on the character, you can identify specific sets.
 
The Helper.NatPrimary tag will make a natural attack primary, the Helper.NatOverSec tag will override that and force the weapon to be secondary.
 
Back
Top