Help with a coding problem
I'm programming in the Complete Adventurer PrC's for the community files and I was wondering if you could give me some help on something.
Versions of the Animal Lord Prestige Class gain natural weapons while they are using their Wild Aspect ability. I've got it coded properly to show up only when active, but the damage increases at higher levels and I can't get that to show up properly. This is what I have so far: Animal Lord - Apelord Wild Aspect [Eval, Post Levels, 10000] var level as number level = field[xTotalLev].value if (level < 7) then perform hero.child[wClaw].assign[wMain.1d4_4] perform hero.child[xRend].assign[User.2d4_6] else perform hero.child[wClaw].assign[wMain.1d6_5] perform hero.child[xRend].assign[User.2d6_104] endif As far as I can see, that should work. However, the damage keeps showing up as - + Str Mod instead of 1d4+Str Mod or 1d6+Str Mod. When I adjusted the size of the PC, it shows that the damage is showing up, but the hero is too small to do damage with it. Any ideas? |
I don't think I would do it that way. Instead, I would use a bootstrap condition on them and then assign all the tags I needs. The biggest reason for this is for what happens if your character already has claws or rend from another source? HL doesn't know which one you want to assign those tags to unless you use a foreach loop to find a unique tag. We should avoid foreach loops if we can to cut down on processing time.
For example, Code:
bootstrap: wClaw |
Can you apply two conditions at the same time? It's already bootstrapped to Wild Aspect. I already have:
fieldval:hIsOn1 = 1 This makes sure the claw attacks only show up when the Wild Aspect effect is active. |
Quote:
Code:
fieldval:hIsOn1 = 1 & count:Classes.Apelord >= 7 |
Success! Thanks guys. The rest of it is simple scripts and then copy & paste to make the other versions.
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