Temple+ modding question/problem

Discussion in 'General Modification' started by Onyx, Sep 18, 2016.

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  1. Onyx

    Onyx The Slayer

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    I've been attempting to houserule some of the new classes in Temple+, primarily so I can learn and perhaps go on to make new classes in the future. However, I've run into a bit of a problem with one of the changes I made to the Eldritch Knight.

    Basically I tried to remove the first level "road bump", so that the EK receives full casting progression throughout its ten levels. I've managed to enable the spell menu and selection for the first level, but I've been unable to get the spell progression to advance properly. EK 2nd level simply repeats the spell selection of the 1st as if my caster level had not risen at all. I assume that I've missed something really obvious but having looked at the Mystic Theurge and Arcane Trickster files for reference, I can't see what it is. My only guess is that I have to change one of the values in the char_class_utils file, but I really don't have a clue. I'm probably being really dense, so thanks for any help in advance.
     
  2. Sitra Achara

    Sitra Achara Senior Member

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    I'm guessing you only edited the file inside char_class, you also need to edit eldritch_knight.py in scr\tpModifiers. (specifically the
    OnGetBaseCasterLevel function)

    Also, a word of warning: make sure to backup your changes, because they may be overridden when the next version comes out.
     
    Last edited: Sep 18, 2016
  3. Onyx

    Onyx The Slayer

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    Aha! So I was being an idiot after all. I missed the scr folder entirely somehow! And yeah I've backed my changes up in a separate folder in case you release an update. Thanks again Sitra.
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    Starting next version you'll be able to put the files in your ToEE folder, under the overrides subfolder.

    It's not a new feature per se, but it got shuffled around to the AppData folder somehow where it didn't do much good :p

    I've also started on some documentation for Temple+ Modding in the wiki, since there's growing interest in modding for Temple+ lately.
     
  5. WinstonShnozwick

    WinstonShnozwick Established Member

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    How do I make a modifier for a weapon? I need to take a new weapon proto I created and give that weapon some characteristics.

    -Associate a new particle effect I made to the weapon hitting something (like how fire weapons make the target ablaze)
    -Make it considered a new type of its own so I can give it its own weapon focus feats and apply other things to it
    -Need to make it disappear from inventory and game as an object when unequipped, or used for throw attack
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    You make a weapon modifier the same way as any other modifier. You then apply it in the protos.tab using the modifier name.

    You can play a particle effect from a ET_OnDealingDamage2 event. That's how the X Burst weapons do it. Use the game.particles method.

    I've added some infrastructure for parsing new weapon types, but it's not complete yet. But I'm still not convinced it SHOULD be a new weapon type.

    For disappearing from inventory you can use the san_insert_item script. There's a bunch of examples used in various scripts.
     
  7. WinstonShnozwick

    WinstonShnozwick Established Member

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    Well if it's not considered a new weapon type, how would I do Weapon Focus, Greater Weapon Focus, and the specific +1's and other stuff that Soulknife gets for the weapon?
     
  8. Sitra Achara

    Sitra Achara Senior Member

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    Are there any other classes which can even use Mind Blade? If not you could just create an item bonus that depends on the Soulknife level.

    Also I'm still unclear on whether it should count as a shortsword or whatever other shape it takes.
     
  9. WinstonShnozwick

    WinstonShnozwick Established Member

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    No other class uses it.

    According to your new feat creation with the .txt file, would I be able to add a new "feat" that way so it shows in the characters list of feats, but only implement it in his class so he gets the benefits like weapon focus? That would be the best way if possible.
     
  10. Onyx

    Onyx The Slayer

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    Thanks for the wiki link, I don't think I've seen it before, so I'll give that a read. I have got another couple of questions/ideas though.

    Looking at the SRD, there are a few interesting class options such as the Sneak Attack Fighter, Thug, Druidic Avenger and Paladin variants (Paladin of Freedom/Tyranny/Slaughter e.t.c). It's possible to add some of these options as entirely new classes but I thought that might clutter up the class selection menu. Instead, the idea that I had was to treat variants like the ranger's "features" sub-menu and enable the player to select one of these variants at level 1 as a class feature. Is it possible to do this?

    Also, is it possible yet to allow a new class/prestige class to perform arcane spell casting without failure in armour like the bard? The reason that I'm asking is that I'm looking at creating the bladesinger prestige class and its sixth level "Greater Bladesong" class ability allows it to do that.
     
  11. WinstonShnozwick

    WinstonShnozwick Established Member

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    Additionally, the concern I have is that if you count it as say a shortsword, the pc could take weapon focus shortsword to double dip on stat boosts. I do not know if this is valid for the class or not. If it is, it could be a nice thing to make Soulknife more attractive.
     
  12. Sitra Achara

    Sitra Achara Senior Member

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    Not yet, but I do want to add something like that. It requires replacing some UI functions first. I think I'll address this when I'm done with the set of PrC's I set out to do.

    Currently the Spell Failure is hardcoded to check if the spell is cast from the Wiz/Sor/Bard spell list, so if you create a new spell list it should get around that.
    You can then specify a custom SF handler - the relevant event is ET_OnD20Query with the key EK_Q_SpellInterrupted.
    For the existing spell lists I can hook the hardcoded Spell Failure handler to perform a query for armor spell failure chance modifiers.
     
  13. Sitra Achara

    Sitra Achara Senior Member

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    Yeah, that too. Any rules lawyer around?
     
  14. Onyx

    Onyx The Slayer

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    I wouldn't say I'm a rules lawyer, however I'm pretty certain that you cannot stack weapon focus (shortsword) with weapon focus (mind blade). The SRD states that:

    "Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields)."

    Additionally: "He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization"

    The mind blade is a separate weapon category from the simple weapons/shortsword one and thus any weapon focus or specialisation feats for the shortsword would not apply to the mind blade. I'll admit that the SRD is horribly vague in this regard, but most of the homebrew fixes that I've seen for the soulknife also treat the mind blade as its own weapon category. Your best bet would be to either make the mind blade its own weapon class, or simply treat it as a shortsword.

    Honestly though, if you want to give the soulknife additional bonuses while wielding their mind blade, I don't think it would matter much. The class isn't overpowered by any means so a boost may actually be a good thing.
     
    Last edited: Sep 20, 2016
  15. Onyx

    Onyx The Slayer

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    I hate to double post, but I have another question and a problem.

    Okay firstly, I've managed to get the beta version of my bladesinger to appear in the class selection menu. It does all the usual things like give the correct number of spells per day, correct hit point and BAB increase, proper prerequisites e.t.c, but after completing the level up, the bladesinger does not appear next to the two other classes (i.e Fighter 5/Wizard 1/Bladesinger 1), instead it appears as (Fighter 5/Wizard 1), but my character level still rises to level 7. Furthermore, if I select bladesinger again at the next level, the problem repeats. It seems as if I've missed something that progresses the bladesinger correctly. I've modified both the scr and rules/class files for the bladesinger and I've added entries for it in the constants.py file, so I don't understand why it's not functioning correctly. If you need me to be clearer or post some pictures I'd be happy to do so.

    The other thing I wanted to ask was, is there a way to set a minimum roll on a skill check other than 0? The bladesinger's "Lesser Bladesong" enables it to take a minimum of 10 on a concentration check while fighting defensively, with the proviso that the bladesinger is wielding a single rapier or longsword.

    Thanks again in advance for any help.
     
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