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Sturdy Feat and Arcana Evolved Material

terrestrialboy

Active member
I'm trying to integrate Arcana Evolved into HL.

My first step is to try and add a class. I chose the Warmain, and the Warmain gets the Sturdy feat from the AE book. The Sturdy feat gives that character double their Constitution modifier to their hitpoints instead of just their Con modifier for that level only. How would one program this into the Feat so it does this automatically?

I'm having a hard time wrapping my head around the system right now ...

Ethan Parker
 
terrestrialboy wrote:
>
>
> I'm trying to integrate Arcana Evolved into HL.
>
> My first step is to try and add a class. I chose the Warmain, and the
> Warmain gets the Sturdy feat from the AE book. The Sturdy feat gives
> that character double their Constitution modifier to their hitpoints
> instead of just their Con modifier for that level only. How would one
> program this into the Feat so it does this automatically?


So in effect, the Sturdy feat gives you bonus hit points equal to your
Consitution modifier?


You should be able to do this in an eval script like so:



~ Calculate the bonus hit points to add - this is equal
~ to our constitution modifier
var bonus as number
bonus = hero.child[aCON].field[aModBonus].value

~ Add the bonus hit points to our total
hero.child[Totals].field[tHP].value += bonus



The script should run in the PostAttr phase, to ensure that the final
constitution score is available before it runs.

Hope this helps,

--
Colen McAlister (colen@wolflair.com)
Chief Engineer, Lone Wolf Development
http://www.wolflair.com/
 
At 01:42 PM 8/28/2007, you wrote:
My first step is to try and add a class.

I'm having a hard time wrapping my head around the system right now .....
Starting out with adding a class is like jumping into the deep end of the pool to try and learn how to swim. It's doable, but it's certainly not the easiest path. :-)

I recommend starting out with a variety of simpler things first. This will get you familiar with a bunch of the HL mechanisms, while still staying in the "shallow end of the pool". Once you get comfortable with adding material in general, then you'll be able to much more easily add a class. This will keep the learning curve much more constrained at each step along the way. You probably have a bunch of non-class material you want to add, along with the classes, so you can make life easier for yourself while still making steady headway towards getting all the material you want into place.

Hope this proves helpful....
 
So ... I would need to create the feat, as usual, and make an Eval Script with the contents ...

~ Calculate the bonus hit points to add - this is equal
~ to our constitution modifier
var bonus as number
bonus = hero.child[aCON].field[aModBonus].value

~ Add the bonus hit points to our total
hero.child[Totals].field[tHP].value += bonus

And use the phase PostAttr.

Can I just copy and paste this stuff into the program?

Ethan
 
terrestrialboy wrote:
>
>
> So ... I would need to create the feat, as usual, and make an Eval
> Script with the contents ...
>
> ~ Calculate the bonus hit points to add - this is equal
> ~ to our constitution modifier
> var bonus as number
> bonus = hero.child[aCON].field[aModBonus].value
>
> ~ Add the bonus hit points to our total
> hero.child[Totals].field[tHP].value += bonus
>
> And use the phase PostAttr.
>
> Can I just copy and paste this stuff into the program?


Exactly. When you're looking at the feat in the editor, click the "Eval
Scripts" button, and add a new script. Change the phase to "PostAttr"
and the priority to "10000", then just paste in the script and hit ok.
When you save and test the new feat, the script should run.


--
Colen McAlister (colen@wolflair.com)
Chief Engineer, Lone Wolf Development
http://www.wolflair.com/
 
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