I tried both final lines you suggested, but nothing changed.
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I do appreciate your help by-the-way
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Quote:
I see from your test case that you have a 10th level character and you want to add 2 levels and this is your if statement right? Quote:
This won't work to add 2 levels as if you have grappler, it will add 1 and then drop out and never check for tavern brawler. Here's how I figure it might work. You need to figure out the act_level First, then send it through your if statements that look at the act_level, not the original field level passed in: Code:
~ If we're not shown, just get out now |
Thank you. I will try this out once I get home.
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@dungeonguru
I had copied and pasted what you had suggested and it wasn't working. After looking over the script I changed one thing in two spots and it is now working. I changed this Code:
~ Checking for Grappler or Tavern Brawler feats Code:
~ Checking for Grappler or Tavern Brawler feats Neither of those worked properly as they would +1 even when not present. However, using #hasfeat fixed the problem! Thanks so much for all the help so far. I do have one more question. The Pugilist information states: "Whenever you make an unarmed strike with nothing in either your main hand or off-hand, your unarmed strike’s damage die increases by one step (from 1d4 to 1d6, 1d6 to 1d8, and so on)." Any ideas on how I do this? |
I tested this in the script and it worked, but I know the level progression may not make it accurate at the lower levels. Any thoughts?
Code:
if (tagis[IsWeapon.wUnarmed] = 0) then Code:
if (tagis[IsWeapon.wUnarmed] = 0) then |
Okay, just realized that using = 0 for the Grappler or Tavern Brawler feats check turns it on even if you do not have the feat, but <> 0 turns it off even if you have the feat.
using #hasfeat fixed the problem! |
the only other thing I need is to fix Fisticuffs. Its supposed to add 2 to unarmed damage.
I found something that worked. I used a variant of one i found on another page. Code:
hero.child[wUnarmed].field[Bonus].value += 2 |
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