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neils123
Jun 18, 2011
So it looks like my fix for Attack Finesse (Hybrid) (and by extension, Attack Finesse) never made it into the final files. If folks will recall, this is to make the Attack Finesse power work on the power cards correctly. I assume this fix has to get into the assassin.part and hybrid.part files. Will someone who has that ability do this? Should I repost the code?

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neils123
Jun 18, 2011

Drewjitsu posted:

Please repost. I will ensure it gets into the builder.

Thanks. Here's the code for Attack Finesse (Hybrid). I've tested it quite thoroughly, so I'm sure it works properly. Though, I'm just looking now, and it doesn't look like the hybrid executioner (which was playtest for a long time, but finalized in Wednesday's update) has gotten into the hybrid.part file yet, so I'm not sure if this will help until that happens. Also, it may need a new class feature id.

code:
<RulesElement name="Attack Finesse (Hybrid Executioner)" type="Class Feature" internal-id="ID_CDJ_CLASS_FEATURE_40004" source="Dragon Magazine 400" revision-date="7/21/2011 10:09:00 PM">
  <Category> 1 </Category>
  <Flavor> For the executioner, speed, agility, and precision are more important than muscle. An executioner learns how to handle any weapon with a finesse that lends itself to more accurate strikes. </Flavor>
  <specific name="Short Description"> 1/turn, deal 1d8/2d8/3d8 (by tier) extra dmg with a weapon attack using a one-handed weapon, garrote, blowgun, or shortbow. </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_CLASSNAME"> </specific>
  <rules>
      <textstring name="melee basic:key ability" value="Dexterity" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Attack" value="Dexterity vs. AC" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Hit" value="1[W] + Dexterity modifier damage." />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Level 21" value="2[W] + Dexterity modifier damage." />
      <grant name="ID_ATTACK_FINESSE_HYBRID_HEROIC_TIER" type="Class Feature" Level="1-10" />
      <grant name="ID_ATTACK_FINESSE_HYBRID_PARAGON_TIER" type="Class Feature" Level="11-20" />
      <grant name="ID_ATTACK_FINESSE_HYBRID_EPIC_TIER" type="Class Feature" Level="21-30" />
  </rules>
You can use Dexterity instead of Strength for your melee basic attacks.
	In addition, once per turn you can deal 1d8 extra damage on a basic attack, assassin attack power or assassin paragon path attack power with a weapon attack using a one-handed weapon, a garrote, a blowgun, or a shortbow. The extra damage increases to 2d8 at 11th level and 3d8 at 21st level.
</RulesElement>

<RulesElement name="Attack Finesse (Hybrid Executioner - Heroic)" type="Class Feature" internal-id="ID_ATTACK_FINESSE_HYBRID_HEROIC_TIER" source="Dragon Magazine 400" revision-date="7/21/2011 10:09:00 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> +1d8 damage once per turn with an attack with a one-handed weapon, garrote, blowgun, or shortbow </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <textstring name="one-hand,melee basic:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      <textstring name="one-hand,ranged basic:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      <textstring name="Garrote,melee basic:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      <textstring name="Blowgun,ranged basic:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      <textstring name="Shortbow,ranged basic:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      <textstring name="ID_FMP_CLASS_466,Garrote:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      <textstring name="ID_FMP_CLASS_466,Blowgun:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      <textstring name="ID_FMP_CLASS_466,Shortbow:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      <textstring name="ID_FMP_CLASS_466,one-hand:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
    </rules>
</RulesElement>

<RulesElement name="Attack Finesse (Hybrid Executioner - Paragon)" type="Class Feature" internal-id="ID_ATTACK_FINESSE_HYBRID_PARAGON_TIER" source="Dragon Magazine 400" revision-date="7/21/2011 10:09:00 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> +2d8 damage once per turn with an attack with a one-handed weapon, garrote, blowgun, or shortbow </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <textstring name="one-hand,melee basic:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
      <textstring name="one-hand,ranged basic:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
      <textstring name="Garrote,melee basic:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
      <textstring name="Blowgun,ranged basic:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
      <textstring name="Shortbow,ranged basic:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
      <textstring name="ID_FMP_CLASS_466,Garrote:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
      <textstring name="ID_FMP_CLASS_466,Blowgun:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
      <textstring name="ID_FMP_CLASS_466,Shortbow:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
      <textstring name="ID_FMP_CLASS_466,one-hand:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
    </rules>
</RulesElement>

<RulesElement name="Attack Finesse (Hybrid Executioner - Epic)" type="Class Feature" internal-id="ID_ATTACK_FINESSE_HYBRID_EPIC_TIER" source="Dragon Magazine 400" revision-date="7/21/2011 10:09:00 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> +3d8 damage once per turn with an attack with a one-handed weapon, garrote, blowgun, or shortbow </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <textstring name="one-hand,melee basic:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
      <textstring name="one-hand,ranged basic:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
      <textstring name="Garrote,melee basic:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
      <textstring name="Blowgun,ranged basic:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
      <textstring name="Shortbow,ranged basic:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
      <textstring name="ID_FMP_CLASS_466,Garrote:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
      <textstring name="ID_FMP_CLASS_466,Blowgun:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
      <textstring name="ID_FMP_CLASS_466,Shortbow:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
      <textstring name="ID_FMP_CLASS_466,one-hand:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
    </rules>
</RulesElement>
I haven't actually done this for the regular (non-hybrid) executioner, but it should work very similarly. Here's what I believe it should be, though I haven't tested it.

code:
<RulesElement name="Attack Finesse (Executioner)" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3533" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
  <Category> 1 </Category>
  <Flavor> For the executioner, speed, agility, and precision are more important than muscle. An executioner learns how to handle any weapon with a finesse that lends itself to more accurate strikes. </Flavor>
  <specific name="Short Description"> 1/turn, deal 1d8/2d8/3d8 (by tier) extra dmg with a weapon attack using a one-handed weapon, garrote, blowgun, or shortbow. </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_CLASSNAME"> Executioner </specific>
  <rules>
      <textstring name="melee basic:key ability" value="Dexterity" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Attack" value="Dexterity vs. AC" />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Hit" value="1[W] + Dexterity modifier damage." />
      <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" Field="Level 21" value="2[W] + Dexterity modifier damage." />
      <grant name="ID_ATTACK_FINESSE_HEROIC_TIER" type="Class Feature" Level="1-10" />
      <grant name="ID_ATTACK_FINESSE_PARAGON_TIER" type="Class Feature" Level="11-20" />
      <grant name="ID_ATTACK_FINESSE_EPIC_TIER" type="Class Feature" Level="21-30" />
  </rules>
You can use Dexterity instead of Strength for your melee basic attacks.
	In addition, once per turn you can deal 1d8 extra damage with a weapon attack using a one-handed weapon, a garrote, a blowgun, or a shortbow. The extra damage increases to 2d8 at 11th level and 3d8 at 21st level.
</RulesElement>

<RulesElement name="Attack Finesse (Executioner - Heroic)" type="Class Feature" internal-id="ID_ATTACK_FINESSE_HEROIC_TIER" source="Dragon Magazine 400" revision-date="7/21/2011 10:09:00 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> +1d8 damage once per turn with an attack with a one-handed weapon, garrote, blowgun, or shortbow </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <textstring name="one-hand:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      <textstring name="Garrote:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      <textstring name="Blowgun:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      <textstring name="Shortbow:damage" condition="once per turn (Attack Finesse)" value="+1d8" />
      </rules>
</RulesElement>

<RulesElement name="Attack Finesse (Executioner - Paragon)" type="Class Feature" internal-id="ID_ATTACK_FINESSE_PARAGON_TIER" source="Dragon Magazine 400" revision-date="7/21/2011 10:09:00 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> +2d8 damage once per turn with an attack with a one-handed weapon, garrote, blowgun, or shortbow </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <textstring name="one-hand:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
      <textstring name="Garrote:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
      <textstring name="Blowgun:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
      <textstring name="Shortbow:damage" condition="once per turn (Attack Finesse)" value="+2d8" />
    </rules>
</RulesElement>

<RulesElement name="Attack Finesse (Executioner - Epic)" type="Class Feature" internal-id="ID_ATTACK_FINESSE_EPIC_TIER" source="Dragon Magazine 400" revision-date="7/21/2011 10:09:00 PM">
    <Category> 1 </Category>
    <specific name="Short Description"> +3d8 damage once per turn with an attack with a one-handed weapon, garrote, blowgun, or shortbow </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <textstring name="one-hand:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
      <textstring name="Garrote:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
      <textstring name="Blowgun:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
      <textstring name="Shortbow:damage" condition="once per turn (Attack Finesse)" value="+3d8" />
    </rules>
</RulesElement>
Thanks very much!

neils123
Jun 18, 2011
Ok, here's a new one I'm struggling with...

I'm trying to create a feat that masquerades as a different feat for prerequisite purposes, but doesn't grant any of the additional benefits of the 2nd feat.

Specifically, I would like to code up a 'Deva Blooded' feat, that would meet prerequisites as if it were Deva Heritage (for things like Heavenly Heritage or Radiant Recovery), but does not grant any other benefits.

So far, the following:
code:
   <RulesElement name="Deva Blooded" type="Feat" internal-id="ID_NAS_FEAT_1000" source="House Rule" revision-date="9/02/2011" >
      <Category> ID_INTERNAL_INTERNAL_DEVA_BLOODLINE </Category>
      <Prereqs> Living humanoid race; !bloodline or Deva Bloodline </Prereqs>
      <print-prereqs> Living humanoid race </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> You have a deva bloodline. </specific>
      <specific name="Special" />
      <specific name="type"> Deva Bloodline </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
      <rules>
         <grant name="ID_INTERNAL_INTERNAL_BLOODLINE" type="Internal" />
         <grant name="ID_INTERNAL_INTERNAL_DEVA_BLOODLINE" type="Internal" />
         <grant name="ID_FMP_RACE_35" type="Race" />
      </rules>
This feat is equivalent to Deva Heritage for prerequisite purposes, however it grants no other benefit.
   </RulesElement>
will actually grant the race itself, which is clearly not what I want. For the final grant in the rules section, I have also tried the following, without success:

<grant name="ID_INTERNAL_COUNTSASFEAT_DEVA_HERITAGE" type="CountsAsFeat" /> -- does nothing; does not allow taking of dependent feats. Apparently COUNTSASFEAT is a no-go.

<grant name="Deva Heritage" type="Feat" /> -- actually grants the Deva Heritage feat; not desired

<grant name="Deva Heritage" type="Internal" /> -- seemingly does nothing; does not allow dependent feats

<textstring name="Deva Heritage" value="You count as having the Deva Heritage feat for the purpose of meeting prerequisites" /> -- does nothing

<statadd name="ID_FMP_FEAT_1347" value="+1" />
<statadd name="ID_FMP_FEAT_1347" value="Deva Heritage" /> --both of these also do nothing


I'm almost positive using ID_INTERNAL_COUNTSASRACE_DEVA in a grant would work, insofar as it would make the character count as a deva for prerequisite purposes. However, that's not quite the same as having the Deva Heritage feat - actually being a deva opens up a little more than just having the heritage feat.

So I'm stumped on what to try next. Any suggestions?

EDIT: I just tried adding the internal ID of the original feat (what I want to masquerade AS) to the Category tag of my feat, but that didn't work either.

neils123 fucked around with this message at 08:42 on Sep 2, 2011

neils123
Jun 18, 2011

neils123 posted:

So I'm stumped on what to try next. Any suggestions?

Well, it's amazing what a good night's sleep can do for one's creativity. Coming back to this problem in the fresh light of the morning, I poked around the wiki at some examples, and while there was nothing that specifically addressed this need, it nevertheless got me thinking outside the box. The issue is that the various things that require Deva Heritage in fact require an attribute named "Deva Heritage", not a particular internal ID. So all I needed to do was code my feat to grant such an attribute. I was on the right track when I tried to do <grant name="Deva Heritage" type="Internal" />, but I guess Internal is a special thing, and doesn't really work that way.

So, I thought, well, what about granting a racial feature, with the NAME "Deva Heritage", that did nothing at all. Thus, granting the character taking my feat an attribute named Deva Heritage, but not granting him any particular powers, feats, etc. Lo and behold, it works! I can't imagine this is a very common need, but just in case anyone ever needs to do the same thing (create a feat/class feature/racial feature that, among what it does is masquerade as some other thing for prerequisite purposes), here's the final code as an example:

code:
   <RulesElement name="Deva Blooded" type="Feat" internal-id="ID_NAS_FEAT_1000" source="House Rule" revision-date="9/02/2011" >
      <Category> ID_INTERNAL_INTERNAL_DEVA_BLOODLINE </Category>
      <Prereqs> Living humanoid race; !bloodline or Deva Bloodline </Prereqs>
      <print-prereqs> Living humanoid race </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> You have a deva bloodline. </specific>
      <specific name="Special" />
      <specific name="type"> Deva Bloodline </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
      <rules>
         <grant name="ID_INTERNAL_INTERNAL_BLOODLINE" type="Internal" />
         <grant name="ID_INTERNAL_INTERNAL_DEVA_BLOODLINE" type="Internal" />
         <grant name="ID_NAS_RACIAL_TRAIT_1002" type="Racial Trait" />
      </rules>
This feat is equivalent to Deva Heritage for prerequisite purposes, however it grants no other benefit.
   </RulesElement>
   
   <RulesElement name="Deva Heritage" type="Racial Trait" internal-id="ID_NAS_RACIAL_TRAIT_1002" source="House Rule" revision-date="9/02/2011" >
      <specific name="Short Description"> You count as having the Deva Heritage feat for prerequisite purposes only. </specific>
You count as having the Deva Heritage feat for prerequisite purposes only.
   </RulesElement>

neils123
Jun 18, 2011

Greyhawk Fan posted:

OK. The best way to deal with this situation would be to modify the requirements of the end-line feats to count your masquerading feat as a valid prerequisite in addition to the real feat. It is going to be a lot easier than the way you are trying to do it.

I specifically didn't want to do this, because the end-line feats are WotC standard feats from the combined file, and while it's certainly easy to do, I really don't want to edit that. Particularly because I also want to distribute the .part file to some other players in this particular campaign, and not have them have to edit their combined files. Or.... are you suggesting that I re-write the end-line feats with the modified prerequisites into my .part file, and in such fashion overwrite them in the CB? Hmm.. what I have I've tested and definitely works, but that might be cleaner in the long run. I'll play with that this weekend. Thanks for the insight.


Tivaan posted:

I am assuming no one is working on the Playtest: Tools of Two Trades from Dragon 402. I am going to do them.

Thanks! I, for one, would be interested in that.

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