Add new movement type/speed with item
Hello,
Creating a magic item that gives a user a swim speed. The ability i want to assign (I believe) is: rcPFTAb019 However, if i bootstrap this to the item it is in effect, regardless if the item is equipped. How do i force these to be equipped before enabling the ability? I do have an eval script in place, because i am also giving a swim bonus, and this is working as expected. |
If your eval script is working, why do you need the bootstrap?
Also, here's an existing thread with the same question: http://forums.wolflair.com/showthrea...highlight=swim |
My eval script is pretty simple:
doneif (field[gIsEquip].value = 0) #competencebonus[hero.child[skSwim], 8] I am unsure of how to assign a movement type outside of bootstrapping the ability. My thought was to put a conditional statement on the bootstrap (unless this is not how i should do this) |
Ah- got it figured it out:
doneif (field[gIsEquip].value = 0) hero.child[xSwim].field[abValue].value += 30 Giving the swim value also provided the skill buff. My issue is not knowing the tag/container for these things - like how would i have determined that xSwim was swim movement speed? I try to document these things when i find them. |
Use your knowledge of the rules - think of something else in the game that does the same thing as what you're trying to apply, and then use the New (Copy) button to find it in the editor - look at its settings and its scripts - how does it make the same change? It also doesn't need to be in the same category - you can think of a racial ability or a class ability that grants a swim speed to a character who didn't already have it, and look at how that works, then apply that to your magic item.
Also, search this forum - there's around 10 years of questions and answers buried here. |
Yes - once i find a detail like this i try to find similar properties. I really wish there was just a way to open the data files though to be able to see the information. As it is now i create a new character and try to use the debugging tools to figure things out, but often run into the brick wall of it being something not exposed in the editor.
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