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  1. #1

    Add skill bonus to total.

    Hi,

    I've been tweaking around to get a Pathfinder workable version of moon_wizards d20_JPG ruleset usable, but stumbled on a few problems.

    I hope there's no problem in me editing it for personal use without asking first. I've used the d20_JPG since I got FG, but my group would like to try to incorporate some of the Pathfinder rules into it.

    I tried first to create an extension similar to the one Steev42 made to leave the original ruleset as it is, but gave up as I didn't manage to get the skill names from data_common.lua to successfully replace the original ones.

    So after managing (I think) to get it to show the correct skill names and also to not utilize halfranks I'm almost there.

    What I would like to do, is to add a function that adds a +3 bonus to the skill total. Either to the misc modifier (on top of what's there, if there is), or as an invisible number that gets added to the total, if the skill is checked as a class skill and has at least one rank.

    If someone could point me in the right direction of how to set that up I'd greatly appreciate it.

  2. #2
    off topic
    i would love to know what you changed to do the .5 skill point change so i can add it to an extension
    for myself maybe we can put an extension together sharing info.


    Madman
    "Overthinking, over analyzing separates the body from the mind."...MJK... Tool frontman



  3. #3
    Getting it to work in an extension would be great. And having the extension to use only the included lua files, and not the ones in the ruleset would make things easier. Like changing skill names, but that just created duplicates and didn't work well for me.

    It was a process of trial and error since I'm rather noobish in xml/lua, but I basically removed or changed anything regarding halfranks to work like the normal skills.


    Like this for example from the charsheet_skillranks.lua:
    Old
    Code:
    -- Calculate the planned ranks
    		local ranks = ranknode.getValue();
    		local halfranks = halfranknode.getValue();
    		
    		local plannedranks = 0;
    
    		if isClassSkill() then
    			local newranks = value - ranks - halfranks * 0.5;
    
    			if newranks >= 0 and newranks == math.floor(newranks) then
    				plannedranks = newranks;
    			end
    		else
    			local newhalfranks = 2 * (value - ranks - halfranks * 0.5);
    			
    			if newhalfranks >= 0 then
    				plannedranks = newhalfranks;
    			end
    		end
    new
    Code:
    -- Calculate the planned ranks
    		local ranks = ranknode.getValue();
    				
    		local plannedranks = 0;
    
    		if isClassSkill() then
    			local newranks = value - ranks * 0.5;
    
    			if newranks >= 0 and newranks == math.floor(newranks) then
    				plannedranks = newranks;
    			end
    		else
    			local newranks = value - ranks * 0.5;
    			
    			if newranks >= 0 then
    				plannedranks = newranks;
    			end
    		end
    Last edited by Leonal; April 20th, 2009 at 23:48.

  4. #4
    here is what i have so far, the extension works to change the skills but i can not get the 1 to 1 skill point thing working without script errors.

    https://rapidshare.com/files/2238076...kills.ext.html
    Last edited by madman; April 21st, 2009 at 02:08.
    "Overthinking, over analyzing separates the body from the mind."...MJK... Tool frontman



  5. #5
    I tried your extension with FG 2.4 and d20_JPG 3.0.3, but it didn't change the skills when creating a character.

    This file works for 1 to 1 skill points in a ruleset, but haven't tried it in an extension yet.
    https://rapidshare.com/files/2238720...ranks.lua.html

  6. #6
    I just gave this a run-through, since I was thinking about it. I stripped out all sub-labeling, half-ranks and included +3 bonus for class skills with at least 1 rank.

    A couple caveats:
    * The skills will be right for characters, but not for NPC auto-complete.
    * It seems like maybe sub-labeling should be preserved for Knowledge skills, but I matched what madman had.

    I'm not sure if this is how Pathfinder works exactly, but it's what I could piece together from your comments and the web.

    https://rapidshare.com/files/2238775...kills.ext.html

    Cheers,
    JPG

  7. #7
    Wow, thanks alot!
    I just tried it and it works great.
    One question though, how do I add sublabeling again?^^; It's quite handy to have for profession and crafting skills.

    I'll look through what you did and see if I can learn something.

    Since Pathfinder is still beta, I don't know what the final skill names will be, but it seems like madman has some houseruled in there. Which might not be a bad thing though. I had a talk with one of my players, and agreed on having perception as the old listen and spot.

    Updated the extension with "official" skills, and changed it to show CMB (Combat modifier bonus) instead of grapple. Adding the whole combat sheet might be unnecessary, but it's within my knowledge...^^
    https://rapidshare.com/files/2239337...kills.ext.html
    Last edited by Leonal; April 21st, 2009 at 11:03.

  8. #8
    https://rapidshare.com/files/2242237...kills.ext.html

    * Added sub-labeling back in for Craft, Knowledge, Perform and Profession.
    * Fixed code so that last skill entry that supports sub-labels can not be deleted.
    * Fixed bug where duplicate skills were being created when character sheet opened the second time.

    I also decided to remove the combat tab changes, because I felt that re-stating the entire combat tab could lead to problems down the road. While the skills section rarely changes, the combat section can change quite a bit from version to version of the ruleset. By not including the combat tab change, it will make this extension more robust to future ruleset changes.

    Cheers,
    JPG

  9. #9
    the only reason i removed the sub labeling is it looks cleaner.
    you could still add skills but they come out on one line.

    and in beta: perception is the old listen and spot.

    and seeing as how moon has found his way to us(Thank You) i was wondering if maybe you could give me some insight on how the abilities and saves are anchored. i can rearrange the npc sheet to do everything that i want.
    except to put the abilities in another spot same problem with the saves.
    i assume (bad thing to do) it is because they are templates they do not work the same. i have tried to play around with the template anchors with no luck.

    i was just trying to move the order of the entries around so that data entry would be smoother.

    also i guess i was trying to find out how to make 0 level spells at will for casters.

    once again Thank You for you help.

    Chris

    Here is an example of a stat block

    Male cloaker rogue 8 (MM 36)
    CE Large aberration
    Init +7; Senses darkvision 60 ft.; Listen +23, Spot +23

    Defense

    AC 30, touch 19, flat-footed 23
    (+3 armor, +4 deflection, +6 Dex, +7 natural, –1 size)

    hp 111 (14 HD; 6d8+8d6+56)

    Fort +7, Ref +14, Will +8

    Defensive Abilities evasion, improved uncanny dodge, trap sense +2

    Offense

    Speed 10 ft.; fly 50 ft. (average)

    Melee tail slap +17 melee (1d6+7) and
    bite +12 melee (1d4+3)

    Special Attacks moan, engulf, sneak attack +4d6

    Tactics

    Before Combat

    During Combat

    Morale .

    Statistics
    Str 24, Dex 23, Con 18, Int 14, Wis 12, Cha 17

    Base Atk +10; Grp +21

    Feats Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved
    Initiative, Mobility

    Skills Bluff +12, Escape Artist +13, Hide +22, Knowledge (local) +9,
    Listen +23, Move Silently +27, Search + 13, Spot +23

    Languages Undercommon

    SQ shadow shift, trapfinding

    Gear wing clasps of armor +3 (as bracers of armor), ring of protection +2

    Special Abilities
    Death Roar(Ex)

    small things like moving the skills to the front of the sheet, or creating new fields, renaming fields,
    are within my power but the listed things are not
    Last edited by madman; April 22nd, 2009 at 02:50.
    "Overthinking, over analyzing separates the body from the mind."...MJK... Tool frontman



  10. #10
    Thanks again, I really appreciate the help

    I agree it looks cleaner without sublabeling if you have short skill names, but when you have fixed knowledge skills it makes one long, cropped line instead of having the specified knowledge underneath.

    I was mentioning perception since there was perception, and then perception (sound).

    Looking forward to trying the second half of Red Hand of Doom with PF rules.

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