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ShadowChemosh
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Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 28th, 2014, 09:45 AM
Quote:
Originally Posted by The Numerator View Post
Ok, first pass at writing it and I got an error... here was the script:

#situational[hero.child[skPercep], "+2 vs. Varisians", field[actName].txt]

and it gave me an error for invalid use of a reserved word in script.
field[actName].txt is not valid. Use field[name].text

[QUOTE=The Numerator;198390
One other question... would this just be adding in the text when I hover over the related skill? My hope was instead to have the check mark in the in play tab which then actually modifies the skill and attack checks... would the situational code above do this?[/QUOTE]
Situational text adds text to the skill as a reminder. It will not actually adjust the values.

Pre-levels/4000:
Code:
~ If not activated get out now!
doneif (field[abilActive].value = 0)

#skillbonus[skSurvival] += 2
#skillbonus[skPercpe] += 2
hero.child[Attack].field[Bonus].value += 2
So the above is looking at the "activated" field which is a boolean that is either 1 for on or 0 for off. So if we are not activated the script ends and does nothing else.

If we are on we use a Macro (ie those with #) in front to give a skill bonus of 2 to Survival and Perception. Then as we get a "bonus" to attack we transition from the hero to the "Attack" thing and then look for the "Field" called Bonus and give it 2.

Hope that helps.

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