Scaling Magic Items
From what I could find, only the example scaling items from PU were added. There doesn't seem to be a way to create these without using the editor. I tried using the editor along with the existing items to try to create my own, but something was missing and not allowing it to populate correctly during tests.
Is this the only way to make custom scaling items? Will a way be to do this without using the editor be added if it's not already there? |
Pretty sure the editor will be the only way.
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What isn't populating correctly? Show some of your code and what you're expecting it to do
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if (hero.tagcount[Classes.?] >= 15) then
~ armor is +3 chainshirt field[BonEnhance].value = 3 elseif (hero.tagcount[Classes.?] >= 11) then ~ armor is +2 chainshirt, max Dex +4, ACP -1 field[BonEnhance].value = 2 endif I was trying to model it off the code (copy pasted, actually) for the armor of the celestial host but I didn't want all the extra bits in there. I also have it set up for gaining martyring and determination at specified levels, but the part above is where I got stuck and haven't tried tweaking it any since then. There are other things I wish to create as well, but this seemed like it'd be a nice starting point to figure it out; seems instead I've hit a road block. |
What is the timing of your script (Phase and Priority)?
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Aaron, since this is related code-wise is there a reason to use the tagcount[Classes.?] instead of #totallevelcount[]?
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I don't believe so. Both should work.
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That's what I figured
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