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Try this: 1) Look up the class number of points spent on the class you wish to "double" points spent to accomplish 1 for 1. 2) Add the required amount to ranks to make sure they reflect as you wish. |
This is not actual code, just design and actual code mixed in.
Example code: Code:
var a as number |
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var index as number index = hero.child[cHelpWiz].field[cClsIndex].value that tells you which one it is, so: if (index = 0) then kValue0 ... if (index = 5) then kValue5 |
Well, I was able to get around this, as long as I'm careful when creating a character. All I have to do is check that there are no remaining skill points in the class that gets the general skills in my game, and only apply the code segment while there are points to be spent. Obviously, I need to spend for each class independently before adding new classes, that's the careful part. Here is what I added to the code segment (using Wizard again).
var index as number index = hero.child[cHelpWiz].field[cClsIndex].value if (hero.child[Totals].field[tSkTotals].arrayvalue[index] <> 0) then *code above* endif EDIT: Nevermind, still needs work, forgot it changes the ranks as soon as the skill points are empty. Ergh. |
Ok, I went back to my original code for doing this, which works. It just isn't doing validity tests like I would like. But it works, and doesn't cause me the headaches that trying to do things across the hero does. Not the ideal solution, but a solution. Oh and I have to use the eval rules panel and set all these skill types to a class skill, then restrict their ranks. Something like this for Speak Languages on a Wizard.
@valid = 1 doneif (#levelcount[Bard] >= 1) var genRanks as number genRanks = (#totallevelcount[] + 3) / 2 if (#skillranks[kSpeakLang] > genRanks) then @message = "Skill " & hero.child[kSpeakLang].field[name].text & " has too many ranks for a general skill." @valid = 0 endif Of course, the problem here is it happens within the class, making error validation on the skill difficult at best. As of now, it does a warning. Now I just have to do the same for all the other skills across the classes. |
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Thanks for the response in advance |
Thread Bump.... Still trying to figure this out..any help is appreciated
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@valid = 1 |
Sendric, Thanks For Rapid Response.... there was a short between the floor and the keyboard.... :p
When adding more language types (in this case there is a series of gestures and visual markers ) unique to The World of Greyhawk's "Gnarley Rangers" that allow them to mark a trail warning of dangers or things nearby. As this is only learnable from a specific type of Ranger I wanted to set the degree of difficulty up a notch. BUTTTTT I had forgotten that when setting up other campaign specific languages to show as selections on the Personal tab, I had duplicated the list in both the languages and skills tabs in the editor user file. I was adding this particular "secret language" on the wrong tab oooopppps... Thanks Again:D |
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