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Template questions

frumple

Well-known member
I am working on the templates from Tome of Horrors Complete. I have two questions.

1) The Dire template adds HD based on the creature size. I got the HD adding correct, but I am not getting additional skill points and feats as one would expect from additional HD. I am wondering if it is a timing issue. Here is the script I am using:

Code:
Post-Levels 100

var hd as number
hd = hero.findchild[BaseRace].tagcount[Hero.HitDice]

~ add hd

var min as number
var addHD as number

if (hero.tagis[Size.Fine] <> 0) then
  min = 2
  addHD = 1
elseif (hero.tagis[Size.Diminutive] <> 0) then
  min = 2
  addHD = 1
elseif (hero.tagis[Size.Tiny] <> 0) then
  min = 2
  addHD = 1
elseif (hero.tagis[Size.Small] <> 0) then
  min = 2
  addHD = 1
elseif (hero.tagis[Size.Medium] <> 0) then
  min = 4
  addHD = 3
elseif (hero.tagis[Size.Large] <> 0) then
  min = 6
  addHD = hd
elseif (hero.tagis[Size.Huge] <> 0) then
  min = 6
  addHD = hd
elseif (hero.tagis[Size.Gargantuan] <> 0) then
  min = 6
  addHD = hd
elseif (hero.tagis[Size.Colossal] <> 0) then
  min = 6
  addHD = hd
endif

if (hd + addHD < min) then
  field[tmHitDice].value = min
else
  field[tmHitDice].value = addHD
endif

2) The abomination template takes two different animals, vermin, or humanoids and merges them. I was thinking of using a configurable to allow the user to select the second creature, but how do I make a configurable menu consisting of all creatures of the above types?
 
You might need to change the timing on the eval script. The other example I've found for adding template HD has it set at First/497
 
The problem is that size is not set until after that. The timing I have works for adding HD but not for adding skills and feats.
 
hence I said look at the zombie, but I liked the challenge so take a look I believe this will work (modified from the zombie) Set it it First/530

Code:
      ~if we have no racial HD, add one to our template
      if (hero.tagcount[Hero.HitDice] = 0) then
        field[tmHitDice].value += 1
        endif

      ~at this timing, the size isn't set up on the hero yet, so we'll look up the Race's size
      perform hero.findchild[BaseRace].setfocus
      doneif (state.isfocus = 0)

      var racesize as number
      racesize = focus.tagvalue[RaceSize.?]
      if (racesize > 10) then
        racesize = (racesize - 10) * -1
        endif

      ~ Apply modifiers to the race size
      racesize += focus.field[rSizeMod].value

      ~now, look up that size on a table to figure out how many additional HD to add
      if (racesize <= -1) then
        field[tmHitDice].value += 1 ~small or smaller
      elseif (racesize = 0) then 
        field[tmHitDice].value += 3 ~medium
      else
        field[tmHitDice].value += maximum((field[tmHitDice.value * 2),6) ~ larger or larger
        endif

I have not tested this
 
How does the merging work? If it only needs to pull some field values, you could do it with a selector. Otherwise, if it has bootstraps that need to come along with the selection, you'll have to build each race as a configurable selection. Look at the Animal Lord template from Bestiary 3 for an example of this sort of thing.
 
It is a mix. Abilities get averaged, the special abilities/defenses etc. form a list of things that can be added, HD and damage are calculated depending on a comparison.

I was thinking of using a configurable which lists all of the creatures that can be merged (considering it can be any animal, vermin or humanoid making separate configurables is not really an option). Then generating a list of abilities, etc. that the user chooses from to add to the creature while other calculations are handled automatically.

(FYI, the template is on page 698 of the Tome of Horrors Complete)
 
I don't have that book. You'll likely have to let the user choose from a selection of configurable abilities then, because of the bootstrap issue.
 
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