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Rules Library Fireball Spell help

Discussion in 'User Created Content' started by bssutton27, Mar 13, 2018.

  1. bssutton27

    bssutton27 Member

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    Hello, trying to input the fireball example spell. It does not appear to be rolling saves or damage. This is what I have. Any help would be greatly appreciated.

    upload_2018-3-13_22-14-47.png
     
  2. Nezzeraj

    Nezzeraj Member

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    Not sure for certain, but first I would up the cost to 1, and if you are writing it with multiply effects, you have to put a formula in the damage value box since it has to be calculated for the different levels. Also, is fireball a level 1 spell that adds damage every level? It should be every spell level at least, so stopping at 9. For the save, I'm not sure about feature level since I haven't used overcasting codes before so I don't know if that script goes in there. Is this for PF or 5e?
     
  3. bssutton27

    bssutton27 Member

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  4. bssutton27

    bssutton27 Member

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    I fixed it, had to check the stack levels button and now works correctly. I don't believe that is mentioned in the tutorial.
     
  5. bssutton27

    bssutton27 Member

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    And now the DC is not calculating.
     
  6. bssutton27

    bssutton27 Member

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    This is the value I had to use to get the DC to work properly. 10+getFeatureLevel()+getIntMod()
     
  7. Tay-Dor

    Tay-Dor Active Member

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    One problem is the example you're using might be a 5e Fireball spell, so it wouldn't work quite the same. Fireball in PF does 1d6 per caster level with a maximum of 10d6. So someone who knows scripting could suggest a formula for you that would handle that.
     
  8. bssutton27

    bssutton27 Member

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    Thanks, I was able to get it working, just need the adjustments above.
     
  9. mrwinfree

    mrwinfree Member

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    I found the script getPathfinderSpellDC to be effective. This is in the script library (at least in mine). Have you tried this? Replace the formula you have with that script.
     
  10. bssutton27

    bssutton27 Member

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    I believe I tried that, but will do so again and post any results. Thanks for the suggestion.
     
  11. mrwinfree

    mrwinfree Member

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    I'm curious to see. Keep me posted.
     
  12. bssutton27

    bssutton27 Member

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    This one is working for PF.
     

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  13. Krilion_GD

    Krilion_GD Community Manager
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    yeah this would be cleaner writing a simple script (useful in other things as well)

    function getSomeDice(dtype, bdice) {
    var res = bdice;
    var castLv = caster.getLevel();

    switch (castLv) {
    case 1: case 2: case 3: case 4: case 5:
    res = res + 1;
    break;

    case 6: case 7: case 8: case 9: case 10:
    res = res + 2;
    break;

    case 11: case 12: case 13: case 14: case 15:
    res = res + 3;
    break;

    case 16: case 17: case 18: case 19: case 20:
    res = res + 4;
    break;

    default:
    res = res + 1;
    break;
    }
    res = res +"d"+ dtype
    return res;
    }

    then usage would be like
    dice(func(getSomeDIce(8, 2)))

    so the result would be for level 1-5: dice(3d8)
    so the result would be for level 6-10: dice(4d8)
    so the result would be for level 11-15: dice(5d8)
    so the result would be for level 16-20: dice(6d8)
     
  14. Krilion_GD

    Krilion_GD Community Manager
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    and of course, I just threw that together on the fly, so tweaking to taste is required.. and I haven't had a lot of coffee yet :)
     

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