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Creation of spell effects using the new spells tab of the rules library

Discussion in 'General Discussion' started by coronasunflare, May 21, 2017.

  1. coronasunflare

    coronasunflare New Member

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    Hey all, I'm unsure if this is the correct place to post this question, but here goes anyway.

    I'm a KS backer and I've been checking out the new beta release (3.6.11.19) and I'm having a bit of an issue with creating spells.

    I followed the fireball tutorial, and while the spell works, it does have one weird issue. In the 'modify target' node, I selected mod group HP, mod target HP, but the mod type (which should be damage types, in this case fire) my only choices are armor types (circumstance, dodge, etc). I just left it as 'none' and the spell seems to work.

    After making that spell, I made magic missile with no issues (aside from damage type) then I wanted to try a positive energy spell, so I started making cure light wounds. I'm a bit stumped as to how to get the system to cap the healing at +1 per level up to 5th level.

    Attached is my CLW spell. As it stands, its multiplying the 1d8 each level, how should this be scripted?
    Also attached the fireball spell so you can see exactly what it's doing.

    Thanks and keep up the great work guys!
     

    Attached Files:

  2. owlbear

    owlbear Administrator
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    Hi @coronasunflare -- sorry for the delayed response.

    To make a positive effect, you need to check "positive" in the effect node.

    upload_2017-5-23_12-13-26.png


    I've attached a curewounds.xml as curewounds.xml.txt -- you'll need to remove the .txt to import the feature I believe.
     

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  3. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    since this is now a needed thing, I'll add .xml to the list for allowable extensions.
     
  4. coronasunflare

    coronasunflare New Member

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    Thanks owlbear, that clears that up nicely.

    Any thoughts on my issue with the fireball spell? My list of 'mod types' seem limited to armor modifiers.

    Thanks again!
     
  5. owlbear

    owlbear Administrator
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    That is likely a rules API issue. Just to simplify the testing what rule set are you using?
     
  6. coronasunflare

    coronasunflare New Member

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    Pathfinder, and d20pfsrd
     
  7. coronasunflare

    coronasunflare New Member

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    Just wanted to follow up with you all.

    Fireball seems to work if I apply it, but when my players sent the spell through I get the template request twice, and the damage never applies.

    Also, the cure spell I made still does not seem to function. when I target the effect it doesn't seem to stick, the target window just keeps saying 'no targets' and the healing is never applied.

    also the HP mods are still listed as AC modifiers (see above post dealing with fireball)

    attached are snips of what I'm talking about as well as the flow chart for cure I'm using.

    Thanks in advance, and keep up the great progress!
     

    Attached Files:

  8. owlbear

    owlbear Administrator
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    Interesting. I'd like to know how the updated build works for you.

    For Pathfinder, I find this to be the caster friendly method of writing my initial dice node:

    upload_2017-6-3_1-7-41.png

    The result when casting is:

    upload_2017-6-3_1-8-10.png

    And this can be copied to create the higher level spells pretty easily.

    Rather than using casterTotalLevels(), you could use spellcasterClassLevel()... however there appears to be a bug in that script which I'll have to take a look at.

    There's also clearly something going wrong in the repeat function for this -- or I'm tired and shouldn't be debugging at this hour ;)
     

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