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Copy pathCOM_5ePack_AI - Vehicles.user
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COM_5ePack_AI - Vehicles.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<thing id="r5CBatBall" name="Battle Balloon" compset="Race">
<fieldval field="rHitDice" value="1"/>
<fieldval field="rHDSides" value="1"/>
<fieldval field="rHPStart" value="200"/>
<fieldval field="rDescript" value="{b}Dimensions:{/b} 80 ft. by 20 ft.\n{b}Creature Capacity:{/b} 20 crew, 10 passengers\n{b}Cargo Capacity:{/b} 1 ton\n{b}Travel Pace:{/b} 9 miles per hour (216 miles per day)"/>
<fieldval field="rMultiatt" value="The balloon can take 3 actions on its turn. The number of actions it can take drops to 2 if it has less than 30 crew, 1 at less than 10 crew, and 0 without any crew. It can fire its harpoons, pull something they've grappled, fire its arbalester, and move, each an action."/>
<fieldval field="rSpeed" value="0"/>
<fieldval field="rSTR" value="8"/>
<fieldval field="rDEX" value="7"/>
<fieldval field="rCON" value="10"/>
<fieldval field="rINT" value="-9"/>
<fieldval field="rWIS" value="-9"/>
<fieldval field="rCHA" value="-9"/>
<fieldval field="rAC" value="2"/>
<fieldval field="rArmText" value="Damage Threshold 15"/>
<tag group="DamageImm" tag="dtPsychic" name="Psychic" abbrev="Psychic"/>
<tag group="HideTab" tag="background" name="background" abbrev="background"/>
<tag group="HideTab" tag="classes" name="classes" abbrev="classes"/>
<tag group="HideTab" tag="journal" name="journal" abbrev="journal"/>
<tag group="HideTab" tag="personal" name="personal" abbrev="personal"/>
<tag group="RaceSize" tag="Gargant3" name="Gargantuan" abbrev="Gargantuan"/>
<tag group="RaceType" tag="NPC" name="NPC Race" abbrev="NPC Race"/>
<tag group="Alignment" tag="Unaligned" name="Unaligned" abbrev="UN"/>
<tag group="CondImm" tag="pcnBlind" name="Blinded" abbrev="Blinded"/>
<tag group="CondImm" tag="pcnCharmed" name="Charmed" abbrev="Charmed"/>
<tag group="CondImm" tag="pcnDeaf" name="Deafened" abbrev="Deafened"/>
<tag group="CondImm" tag="pcnExhaust" name="Exhaustion" abbrev="Exhaustion"/>
<tag group="CondImm" tag="pcnFright" name="Frightened" abbrev="Frightened"/>
<tag group="CondImm" tag="pcnIncapa" name="Incapacitated" abbrev="Incapacitated"/>
<tag group="CondImm" tag="pcnParaly" name="Paralyzed" abbrev="Paralyzed"/>
<tag group="CondImm" tag="pcnPetri" name="Petrified" abbrev="Petrified"/>
<tag group="CondImm" tag="pcnPoison" name="Poisoned" abbrev="Poisoned"/>
<tag group="CondImm" tag="pcnProne" name="Prone" abbrev="Prone"/>
<tag group="CondImm" tag="pcnStunned" name="Stunned" abbrev="Stunned"/>
<tag group="CondImm" tag="pcnUnconc" name="Unconscious" abbrev="Unconscious"/>
<tag group="DamageImm" tag="dtPoison" name="Poison" abbrev="Poison"/>
<bootstrap thing="tp5CVehicle"></bootstrap>
<bootstrap thing="ra5CVehHull">
<assignval field="abValue" value="15"/>
<assignval field="abValue2" value="15"/>
<assignval field="abValue3" value="200"/>
</bootstrap>
<bootstrap thing="ra5CVehCrtCap">
<assignval field="abText" value="Crew"/>
<assignval field="abText2" value="Passengers"/>
<assignval field="abValue" value="20"/>
<assignval field="abValue2" value="10"/>
</bootstrap>
<bootstrap thing="ra5CVehCrgCap">
<assignval field="abText" value="1 ton"/>
</bootstrap>
<bootstrap thing="ra5CVehTrvlPc">
<assignval field="abValue" value="9"/>
<assignval field="abValue2" value="216"/>
</bootstrap>
<bootstrap thing="ra5CVehDimen">
<assignval field="abValue" value="80"/>
<assignval field="abValue2" value="20"/>
</bootstrap>
<bootstrap thing="xMultiatt">
<assignval field="livename" value="Actions"/>
<assignval field="sbName" value="Actions"/>
<assignval field="shortname" value="Actions"/>
</bootstrap>
<bootstrap thing="ra5CHlmBal">
<assignval field="abText" value="18"/>
<assignval field="actUserMax" value="50"/>
</bootstrap>
<bootstrap thing="ra5CVehProp">
<assignval field="abText" value="12"/>
<assignval field="abValue" value="80"/>
<assignval field="abValue2" value="50"/>
<assignval field="abValue3" value="100"/>
<assignval field="abValue4" value="5"/>
<assignval field="abValue5" value="25"/>
<assignval field="actUserMax" value="100"/>
</bootstrap>
<bootstrap thing="xFly">
<autotag group="Value" tag="80"/>
</bootstrap>
<bootstrap thing="ra5CVehHlBl">
<assignval field="abText" value="12"/>
<assignval field="actUserMax" value="75"/>
</bootstrap>
<bootstrap thing="ra5CBallooMv"></bootstrap>
<bootstrap thing="ra5CBalHarp"></bootstrap>
<bootstrap thing="ra5CBalHarp"></bootstrap>
<bootstrap thing="ra5CBalHarp"></bootstrap>
<bootstrap thing="ra5CBalArba"></bootstrap>
<eval phase="PostAttr" priority="11000" index="2">var HPAdj as number
~Subtract out the CON bonus
HPAdj -= hero.childfound[aCON].field[aModBonus].value
~then add in the total of the vehicle (minus since it has 1d1 HD)
HPAdj += 199
herofield[tBonusHP].value += HPAdj
~push our hidetabs to the hero
perform hero.pushtags[HideTab.?]</eval>
<eval phase="Validation" priority="11000" index="3">hero.childfound[aINT].field[aFinalVal].value -= 1
hero.childfound[aWIS].field[aFinalVal].value -= 1
hero.childfound[aCHA].field[aFinalVal].value -= 1</eval>
</thing>
<thing id="ra5CVehProp" name="Movement: Propeller" description="{b}Armor Class{/b}: 12\n{b}Hit Points{/b}: 100; -10 ft. speed for every 25 damage taken\n{b}Speed (water){/b}: 35 ft.; 15 ft. when sailing into the wind; 50 ft. when saling with the wind" compset="RaceSpec">
<fieldval field="actUserMin" value="0"/>
<arrayval field="usrArray" index="0" value="Flying Normally"/>
<arrayval field="usrArray" index="1" value="Flying into the wind"/>
<arrayval field="usrArray" index="2" value="Flying with the wind"/>
<tag group="Helper" tag="UserAdjust" name="UserAdjust" abbrev="UserAdjust"/>
<tag group="FeatureTyp" tag="Special" name="Special" abbrev="Special"/>
<tag group="Helper" tag="ActivMenu" name="ActivMenu" abbrev="ActivMenu"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<eval phase="PostAttr" priority="8999" index="2"><![CDATA[~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)
var iFly as number
if (field[usrIndex].value = 0) then
iFly += field[abValue].value
elseif (field[usrIndex].value = 1) then
iFly += field[abValue2].value
elseif (field[usrIndex].value = 2) then
iFly += field[abValue3].value
endif
var red as number
if (field[actUser].value >= field[abValue5].value * 4) then
red = (field[abValue4].value * 4)
elseif (field[actUser].value >= field[abValue5].value * 3) then
red = (field[abValue4].value * 3)
elseif (field[actUser].value >= field[abValue5].value * 2) then
red = (field[abValue4].value * 2)
elseif (field[actUser].value >= field[abValue5].value) then
red = (field[abValue4].value)
endif
red = iFly - red
var Flight as string
Flight = "Value." & red
perform hero.childfound[xFly].delete[Value.?]
perform hero.childfound[xFly].assignstr[Flight]]]></eval>
<eval phase="Render" index="3"><![CDATA[var thresh as string
var sep as string
thresh = field[abText2].text
if (empty(thresh)=0) then
thresh = " (damage threshold " & field[abText2].text & ")"
sep = " | Dmg Thresh " & field[abText2].text
endif
field[CustDesc].text = "\n{b}Armor Class{/b}: " & field[abText].text & "\n{b}Hit Points{/b}: " & field[actUserMax].value & ";" & thresh &" -" & field[abValue4].value & " ft. speed for every " & field[abValue5].value & " damage taken\n{b}Speed (fly){/b}: " & field[abValue].value & " ft.; "& field[abValue2].value & " ft. when flying into the wind; " & field[abValue3].value & " ft. when flying with the wind"
field[actIncrNam].text = "AC " & field[abText].text & " | HP " & field[actUserMax].value & sep & " | Damage Taken: "]]></eval>
</thing>
<thing id="ra5CVehHlBl" name="Control: Balloon" description="{b}Armor Class{/b}: 16\n{b}Hit Points{/b}: 50\n\nI" compset="RaceSpec">
<fieldval field="actUserMin" value="0"/>
<tag group="Helper" tag="UserAdjust" name="UserAdjust" abbrev="UserAdjust"/>
<tag group="FeatureTyp" tag="Special" name="Special" abbrev="Special"/>
<tag group="Helper" tag="ActivMenu" name="ActivMenu" abbrev="ActivMenu"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<eval phase="Render"><![CDATA[var thresh as string
var sep as string
thresh = field[abText2].text
if (empty(thresh)=0) then
thresh = " (damage threshold " & field[abText2].text & ")"
sep = " | Dmg Thresh " & field[abText2].text
endif
field[CustDesc].text = "\n{b}Armor Class{/b}: " & field[abText].text & "\n{b}Hit Points{/b}: " & field[actUserMax].value & thresh & "\n\nIf the balloon is destroyed, the battle balloon cannot maintain its altitude."
field[actIncrNam].text = "AC " & field[abText].text & " | HP " & field[actUserMax].value & sep & " | Damage Taken: "]]></eval>
</thing>
<thing id="ra5CBallooMv" name="Move" description="The balloon can use its helm to move with its propeller. If the balloon enters the space of a Large or smaller creature, that creature is automatically pushed to the edge of the balloon's space. The creature must make a DC 14 Dexterity save. On a failure, it suffers 5 (1d10) bludgeoning damage." compset="RaceSpec">
<fieldval field="abDC" value="15"/>
<tag group="abSave" tag="aDEX"/>
<tag group="FeatureTyp" tag="Action"/>
<tag group="abAction" tag="Action"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="ra5CBalHarp" name="Weapon: Harpoon Gun" description="{b}Armor Class{/b}: 15\n{b}Hit Points{/b}: 50" compset="RaceSpec">
<fieldval field="abText" value="15"/>
<fieldval field="actUserMin" value="0"/>
<fieldval field="actUserMax" value="50"/>
<tag group="Helper" tag="UserAdjust" name="UserAdjust" abbrev="UserAdjust"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<bootstrap thing="w5CVehAttk">
<containerreq phase="First" priority="450"><![CDATA[fieldval:actUser < 50]]></containerreq>
<autotag group="DamageType" tag="dtPiercing"/>
<autotag group="Helper" tag="NoAttrDam"/>
<autotag group="wCategory" tag="RangeProj"/>
<assignval field="atrBonus" value="3"/>
<assignval field="livename" value="Harpoon"/>
<assignval field="sbName" value="Harpoon"/>
<assignval field="wDieCount" value="2"/>
<assignval field="wDieSize" value="10"/>
<assignval field="wRangeLong" value="480"/>
<assignval field="wRangeNorm" value="120"/>
<assignval field="wAttackEff" value="The target is grappled with an escape DC of 16. Until grapple ends, the target's speed is halved and it is unable to move farther away from the balloon. Each harpoon gun can grapple one target, and the balloon's speed is not halved when it has one or more targets grappled."/>
</bootstrap>
<eval phase="First"><![CDATA[var thresh as string
var sep as string
thresh = field[abText2].text
if (empty(thresh)=0) then
thresh = " (damage threshold " & field[abText2].text & ")"
sep = " | Dmg Thresh " & field[abText2].text
endif
field[CustDesc].text = "{b}Armor Class{/b}: " & field[abText].text & "\n{b}Hit Points{/b}: " & field[actUserMax].value & thresh
field[actIncrNam].text = "AC " & field[abText].text & " | HP " & field[actUserMax].value & sep & " | Damage Taken: "]]></eval>
</thing>
<thing id="ra5CBalArba" name="Weapon: Green Flame Arbalester" description="{b}Armor Class{/b}: 15\n{b}Hit Points{/b}: 50" compset="RaceSpec">
<fieldval field="abText" value="15"/>
<fieldval field="actUserMin" value="0"/>
<fieldval field="actUserMax" value="75"/>
<tag group="Helper" tag="UserAdjust" name="UserAdjust" abbrev="UserAdjust"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<bootstrap thing="w5CVehAttk">
<containerreq phase="First" priority="450"><![CDATA[fieldval:actUser < 75]]></containerreq>
<autotag group="DamageType" tag="dtPiercing"/>
<autotag group="Helper" tag="NoAttrDam"/>
<autotag group="wCategory" tag="RangeProj"/>
<assignval field="atrBonus" value="3"/>
<assignval field="livename" value="Green Flame Arbalester"/>
<assignval field="sbName" value="Green Flame Arbalester"/>
<assignval field="wDieCount" value="3"/>
<assignval field="wDieSize" value="10"/>
<assignval field="wRangeLong" value="800"/>
<assignval field="wRangeNorm" value="200"/>
<assignval field="wAttackEff" value="If the attack misses, the DM decides where the bolt strikes. Every creature within 10 feet of that spot must make a DC 15 Dexterity save. On a failure, the creature is unable to avoid the shattering bolt and takes 5 (1d10) piercing and 5 (1d10) fire damage."/>
<assignval field="wTarget" value="(cannot hit within 60 ft.), one target"/>
<assignval field="wDamExtra" value=" and 22 (4d10) fire"/>
</bootstrap>
<eval phase="First"><![CDATA[var thresh as string
var sep as string
thresh = field[abText2].text
if (empty(thresh)=0) then
thresh = " (damage threshold " & field[abText2].text & ")"
sep = " | Dmg Thresh " & field[abText2].text
endif
field[CustDesc].text = "{b}Armor Class{/b}: " & field[abText].text & "\n{b}Hit Points{/b}: " & field[actUserMax].value & thresh
field[actIncrNam].text = "AC " & field[abText].text & " | HP " & field[actUserMax].value & sep & " | Damage Taken: "]]></eval>
</thing>
<thing id="c5CBatBal" name="Battle Balloon" compset="Companion" stacking="never">
<fieldval field="CompType" value="Airship"/>
<usesource source="p5eAIS"/>
<usesource source="p5eTOotWP"/>
<minion id="BattleBalloon" isinherit="no">
<tag group="Hero" tag="FixedRace" name="FixedRace" abbrev="FixedRace"/>
<bootstrap thing="r5CBatBall"></bootstrap>
</minion>
</thing>
<thing id="g5CBatBal" name="Battle Balloon" compset="Gear">
<usesource source="p5eAIS"/>
<usesource source="p5eTOotWP"/>
<tag group="thing" tag="holder_top" name="Top Holder" abbrev="???"/>
<tag group="GearType" tag="gt5CVehAir" name="Air Vehicles" abbrev="Air Vehicles"/>
<tag group="Helper" tag="GearNoSize" name="GearNoSize" abbrev="GearNoSize"/>
<tag group="explicit" tag="20"/>
<bootstrap thing="c5CBatBal"></bootstrap>
</thing>
<thing id="g5CVehAirH" name="Air Vehicles" compset="Gear" holdable="no" isshowonly="yes">
<tag group="GearType" tag="gt5CVehAir"/>
<tag group="explicit" tag="20"/>
</thing>
<thing id="ra5CHlmBal" name="Control: Helm" description="{b}Armor Class{/b}: 16\n{b}Hit Points{/b}: 50\n\nMove up to its speed with its propeller. It can make a 90-degree turn with this movement. The ship cannot turn if the helm is destroyed." compset="RaceSpec">
<fieldval field="actUserMin" value="0"/>
<tag group="Helper" tag="ActivMenu" name="ActivMenu" abbrev="ActivMenu"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Helper" tag="UserAdjust" name="UserAdjust" abbrev="UserAdjust"/>
<tag group="FeatureTyp" tag="Special" name="Special" abbrev="Special"/>
<eval phase="Render"><![CDATA[var thresh as string
var sep as string
thresh = field[abText2].text
if (empty(thresh)=0) then
thresh = " (damage threshold " & field[abText2].text & ")"
sep = " | Dmg Thresh " & field[abText2].text
endif
field[CustDesc].text = "\n{b}Armor Class{/b}: " & field[abText].text & "\n{b}Hit Points{/b}: " & field[actUserMax].value & thresh & "\n\nMove up to its speed with its propeller. It can make a 90-degree turn with this movement. The ship cannot turn if the helm is destroyed."
field[actIncrNam].text = "AC " & field[abText].text & " | HP " & field[actUserMax].value & sep & " | Damage Taken: "]]></eval>
</thing>
<thing id="c5CMechBhld" name="Mechanical Beholder" compset="Companion" stacking="never">
<fieldval field="CompType" value="Airship"/>
<usesource source="p5eAIS"/>
<usesource source="p5eTOotWP"/>
<minion id="MechBehold" isinherit="no">
<tag group="Hero" tag="FixedRace" name="FixedRace" abbrev="FixedRace"/>
<bootstrap thing="r5CMechBhld"></bootstrap>
</minion>
</thing>
<thing id="r5CMechBhld" name="Mechanical Beholder" compset="Race">
<fieldval field="rHitDice" value="1"/>
<fieldval field="rHDSides" value="1"/>
<fieldval field="rHPStart" value="200"/>
<fieldval field="rDescript" value="{b}Dimensions:{/b} 15 ft. by 15 ft.\n{b}Creature Capacity:{/b} 1 crew, 5 passengers\n{b}Cargo Capacity:{/b} normal gear of its occupants\n{b}Travel Pace:{/b} 3 miles per hour (72 miles per day)"/>
<fieldval field="rMultiatt" value="The mechanical beholder can take 1 action on its turn. It can move or use its eye rays, each an action. Without any crew, it cannot take any actions."/>
<fieldval field="rSpeed" value="0"/>
<fieldval field="rSTR" value="8"/>
<fieldval field="rDEX" value="2"/>
<fieldval field="rCON" value="8"/>
<fieldval field="rINT" value="-9"/>
<fieldval field="rWIS" value="-9"/>
<fieldval field="rCHA" value="-9"/>
<fieldval field="rAC" value="7"/>
<fieldval field="rArmText" value="Damage Threshold 10"/>
<tag group="DamageImm" tag="dtPsychic" name="Psychic" abbrev="Psychic"/>
<tag group="HideTab" tag="background" name="background" abbrev="background"/>
<tag group="HideTab" tag="classes" name="classes" abbrev="classes"/>
<tag group="HideTab" tag="journal" name="journal" abbrev="journal"/>
<tag group="HideTab" tag="personal" name="personal" abbrev="personal"/>
<tag group="RaceSize" tag="Huge2"/>
<tag group="RaceType" tag="NPC" name="NPC Race" abbrev="NPC Race"/>
<tag group="Alignment" tag="Unaligned" name="Unaligned" abbrev="UN"/>
<tag group="CondImm" tag="pcnBlind" name="Blinded" abbrev="Blinded"/>
<tag group="CondImm" tag="pcnCharmed" name="Charmed" abbrev="Charmed"/>
<tag group="CondImm" tag="pcnDeaf" name="Deafened" abbrev="Deafened"/>
<tag group="CondImm" tag="pcnExhaust" name="Exhaustion" abbrev="Exhaustion"/>
<tag group="CondImm" tag="pcnFright" name="Frightened" abbrev="Frightened"/>
<tag group="CondImm" tag="pcnIncapa" name="Incapacitated" abbrev="Incapacitated"/>
<tag group="CondImm" tag="pcnParaly" name="Paralyzed" abbrev="Paralyzed"/>
<tag group="CondImm" tag="pcnPetri" name="Petrified" abbrev="Petrified"/>
<tag group="CondImm" tag="pcnPoison" name="Poisoned" abbrev="Poisoned"/>
<tag group="CondImm" tag="pcnProne" name="Prone" abbrev="Prone"/>
<tag group="CondImm" tag="pcnStunned" name="Stunned" abbrev="Stunned"/>
<tag group="CondImm" tag="pcnUnconc" name="Unconscious" abbrev="Unconscious"/>
<tag group="DamageImm" tag="dtPoison" name="Poison" abbrev="Poison"/>
<bootstrap thing="tp5CVehicle"></bootstrap>
<bootstrap thing="ra5CVehHull">
<assignval field="abValue" value="18"/>
<assignval field="abValue2" value="10"/>
<assignval field="abValue3" value="200"/>
</bootstrap>
<bootstrap thing="ra5CVehCrtCap">
<assignval field="abText" value="Crew"/>
<assignval field="abText2" value="Passengers"/>
<assignval field="abValue" value="1"/>
<assignval field="abValue2" value="5"/>
</bootstrap>
<bootstrap thing="ra5CVehCrgCap">
<assignval field="abText" value="normal gear of its occupants"/>
</bootstrap>
<bootstrap thing="ra5CVehTrvlPc">
<assignval field="abValue" value="3"/>
<assignval field="abValue2" value="72"/>
</bootstrap>
<bootstrap thing="ra5CVehDimen">
<assignval field="abValue" value="15"/>
<assignval field="abValue2" value="15"/>
</bootstrap>
<bootstrap thing="xMultiatt">
<assignval field="livename" value="Actions"/>
<assignval field="sbName" value="Actions"/>
<assignval field="shortname" value="Actions"/>
</bootstrap>
<bootstrap thing="ra5CHlmBhld">
<assignval field="abText" value="16"/>
<assignval field="actUserMax" value="25"/>
</bootstrap>
<bootstrap thing="ra5CMgPrpl">
<assignval field="abText" value="16"/>
<assignval field="abValue" value="30"/>
<assignval field="abValue4" value="5"/>
<assignval field="abValue5" value="25"/>
<assignval field="actUserMax" value="100"/>
</bootstrap>
<bootstrap thing="xFly">
<autotag group="Value" tag="30"/>
</bootstrap>
<bootstrap thing="xBurrow">
<autotag group="Value" tag="30"/>
</bootstrap>
<bootstrap thing="xSwim">
<autotag group="Value" tag="30"/>
</bootstrap>
<bootstrap thing="ra5CMchEyRy"></bootstrap>
<bootstrap thing="ra5CMcEyRyT"></bootstrap>
<bootstrap thing="ra5CMcEyRyT"></bootstrap>
<bootstrap thing="ra5CMcEyRyT"></bootstrap>
<bootstrap thing="ra5CMcEyRyT"></bootstrap>
<bootstrap thing="ra5CMcEyRyT"></bootstrap>
<bootstrap thing="ra5CMcEyRyT"></bootstrap>
<eval phase="PostAttr" priority="11000" index="2">var HPAdj as number
~Subtract out the CON bonus
HPAdj -= hero.childfound[aCON].field[aModBonus].value
~then add in the total of the vehicle (minus since it has 1d1 HD)
HPAdj += 199
herofield[tBonusHP].value += HPAdj
~push our hidetabs to the hero
perform hero.pushtags[HideTab.?]</eval>
<eval phase="Validation" priority="11000" index="3">hero.childfound[aINT].field[aFinalVal].value -= 1
hero.childfound[aWIS].field[aFinalVal].value -= 1
hero.childfound[aCHA].field[aFinalVal].value -= 1</eval>
</thing>
<thing id="ra5CHlmBhld" name="Control: Helm" description="{b}Armor Class{/b}: 16\n{b}Hit Points{/b}: 50\n\nMove up to its speed with its propeller. It can make a 90-degree turn with this movement. The ship cannot turn if the helm is destroyed." compset="RaceSpec">
<fieldval field="actUserMin" value="0"/>
<tag group="Helper" tag="ActivMenu" name="ActivMenu" abbrev="ActivMenu"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Helper" tag="UserAdjust" name="UserAdjust" abbrev="UserAdjust"/>
<tag group="FeatureTyp" tag="Special" name="Special" abbrev="Special"/>
<eval phase="Render"><![CDATA[var thresh as string
var sep as string
thresh = field[abText2].text
if (empty(thresh)=0) then
thresh = " (damage threshold " & field[abText2].text & ")"
sep = " | Dmg Thresh " & field[abText2].text
endif
field[CustDesc].text = "\n{b}Armor Class{/b}: " & field[abText].text & "\n{b}Hit Points{/b}: " & field[actUserMax].value & thresh & "\n\nMove up to its speed with its propulsion unit. It can make a 90-degree turn with this movement. The helm is only attackable if the hull has taken 100 or more damage. The mechanical beholder cannot move if the helm is destroyed."
field[actIncrNam].text = "AC " & field[abText].text & " | HP " & field[actUserMax].value & sep & " | Damage Taken: "]]></eval>
</thing>
<thing id="ra5CMgPrpl" name="Movement: Magical Propulsion Unit" description="{b}Armor Class{/b}: 12\n{b}Hit Points{/b}: 100; -10 ft. speed for every 25 damage taken\n{b}Speed (water){/b}: 35 ft.; 15 ft. when sailing into the wind; 50 ft. when saling with the wind" compset="RaceSpec">
<fieldval field="actUserMin" value="0"/>
<tag group="Helper" tag="UserAdjust" name="UserAdjust" abbrev="UserAdjust"/>
<tag group="FeatureTyp" tag="Special" name="Special" abbrev="Special"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<eval phase="PostAttr" priority="8999" index="2"><![CDATA[~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)
var iFly as number
iFly = 30
var red as number
if (field[actUser].value >= field[abValue5].value * 4) then
red = (field[abValue4].value * 4)
elseif (field[actUser].value >= field[abValue5].value * 3) then
red = (field[abValue4].value * 3)
elseif (field[actUser].value >= field[abValue5].value * 2) then
red = (field[abValue4].value * 2)
elseif (field[actUser].value >= field[abValue5].value) then
red = (field[abValue4].value)
endif
red = iFly - red
var Flight as string
Flight = "Value." & red
perform hero.childfound[xFly].delete[Value.?]
perform hero.childfound[xSwim].delete[Value.?]
perform hero.childfound[xBurrow].delete[Value.?]
perform hero.childfound[xFly].assignstr[Flight]
perform hero.childfound[xSwim].assignstr[Flight]
perform hero.childfound[xBurrow].assignstr[Flight]]]></eval>
<eval phase="Render" index="3"><![CDATA[var thresh as string
var sep as string
thresh = field[abText2].text
if (empty(thresh)=0) then
thresh = " (damage threshold " & field[abText2].text & ")"
sep = " | Dmg Thresh " & field[abText2].text
endif
field[CustDesc].text = "\n{b}Armor Class{/b}: " & field[abText].text & "\n{b}Hit Points{/b}: " & field[actUserMax].value & ";" & thresh &" -" & field[abValue4].value & " ft. speed for every " & field[abValue5].value & " damage taken\n{b}Speed (magical){/b}: flying, burrow, and swim " & field[abValue].value & " ft."
field[actIncrNam].text = "AC " & field[abText].text & " | HP " & field[actUserMax].value & sep & " | Damage Taken: "]]></eval>
</thing>
<thing id="g5CMechBhld" name="Mechanical Beholder" compset="Gear">
<usesource source="p5eAIS"/>
<usesource source="p5eTOotWP"/>
<tag group="thing" tag="holder_top" name="Top Holder" abbrev="???"/>
<tag group="GearType" tag="gt5CVehAir" name="Air Vehicles" abbrev="Air Vehicles"/>
<tag group="Helper" tag="GearNoSize" name="GearNoSize" abbrev="GearNoSize"/>
<tag group="explicit" tag="20"/>
<bootstrap thing="c5CMechBhld"></bootstrap>
</thing>
<thing id="ra5CMchEyRy" name="Weapon: Eye Ray Tenatcles (6)" description="\n{b}Armor Class{/b}: 14\n{b}Hit Points{/b}: 50\n{b}Magical Attack{/b}: The mechanical beholder shoots these eye rays at up to three targets that the crew can see and that are within 120 feet of the mechanical beholder. \n\n{i}Disintegration Ray{/i}. A target creature must make a DC 15 Dexterity save. On a failure, it takes 18 (4d8) force damage. If the creature is reduced to 0 hit points by the damage, its body disintegrates into a pile of gray dust. If the target is a Large or smaller nonmagical object or the creation of a magical force, it is disintegrated without the save. If the target is such an object that is Huge or larger, a 10-foot cube of it is disintegrated.\n\n{i}Enervation Ray{/i}. A target creature must make a DC 15 Constitution save. It takes 18 (4d8) necrotic damage on a failure, or half that on a success.\n\n{i}Paralyzing Ray{/i}. A target creature must make a DC 15 Constitution save. On a failure, it is paralyzed for 1 minute. It can repeat the save at the end of each of its turns, ending the effect for itself on a successful save." compset="RaceSpec">
<fieldval field="abDC" value="15"/>
<tag group="FeatureTyp" tag="Action"/>
<tag group="abAction" tag="Action"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="abSave" tag="aCON"/>
<tag group="abSave" tag="aDEX"/>
</thing>
<thing id="ra5CMcEyRyT" name="Weapon: Eye Ray Tentacle" description="Use this feature in the In-Play tab to track the health of individual Eye Ray Tentacles." compset="RaceSpec">
<fieldval field="actUserMax" value="50"/>
<fieldval field="actIncrNam" value="AC 14 | HP 50 | Damage Taken:"/>
<fieldval field="actUserMin" value="0"/>
<tag group="Helper" tag="UserAdjust"/>
<tag group="Helper" tag="ActivMenu"/>
<tag group="Helper" tag="ShowSpec"/>
<eval phase="Render" priority="999999"></eval>
</thing>
</document>