I just wanted to differentiate the code block from the text of the post. It isn't in the code itself.
As for timing, I have tried multiple different timings, usually the same timings as the abilities themselves. Timing (for me) is kind of a fog of guessing. There have been no error messages of any kind when I compile. |
Then I recommend one of our youtube seminars: https://www.youtube.com/channel/UCB2...lz0AIRw/videos
Find one of the intro seminars we've recorded at previous gen cons - timing is normally something we talk about relatively early in the seminars. |
I found it. Apparently the += 1 wasn't incrementing like it should have. When I changed to
Code:
hero.child[cWldSurBla].field[abValue].value = hero.child[cWldSurBla].field[abValue].value + 1 |
No, if you're at the same timing as the thing you're trying to modify, you've got a 50/50 chance as to which one runs first, which can mean that the change you've made can get overwritten if they run in the wrong order that time.
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In addition please use #value[] macro for the above. If Wild surge runs at Post-Levels/10000 then you MUST run BEFORE at Post-Level/9000 in example. |
Shadow:
So, conceptually, if you are modifying an ability, you want to apply modifiers prior to it existing? Also: I changed to the #value macro per request. |
Shadow:
Can you create a "Collective" category like you did with Psion Disciplines? Edit: nm.. I did.. abCategory.PUPsiCllct will be pushed on the 3 collective class abilities once I commit the changes. Suggestion: As a design convention, I think we should make categories of all cross-class class abilities, or class abilities with multiple custom abilities going forward. This would make testing of a hero having a particular class ability simpler without having to check for multiple versions of what amounts to the same class ability. |
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Soulknife Blade Skills have an abCategory because I need it to do some of the soulknife Archetypes. In addition setting up Custom Expressions become much easier using abCategory tags. The only thing is that we want to define the new abCategory "one" time on the mechanic. We should not create the tag on a Custom Ability. It can cause issues when making changes or if that "single" ability is ever removed the tag goes with. For these reasons I define them on the Psionic Mechanic so the logic is in a single place. If you already did it on the Custom Ability I can change to to the mechanic pretty easily. Just if you do this in the future make sure to let me know. |
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Thingid.Shadow1 Post-Level/10000 Code:
field[abValue].value += 1 Now then we add the following script logic: Thingid.Shadow2 Post-Level/9000 (9000 is before 10000) Code:
#value[Shadow1] += 2 In this example we will run AFTER Shadow1 script fires. Thingid.Shadow2 Post-Level/11000 (11000 is AFTER 10000) Code:
#value[Shadow1] += 2 Hopefully that helps some. :) |
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