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bodrin
Senior Member
 
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265

Old December 23rd, 2015, 06:07 AM
Hi,

I'm either suffering a brain melt down or I just can't grasp this at the moment.

I have a randomly determined set of qualities which i'd like to bootstrap and add to a Skeleton template via an activated Racial Custom Special here's an example
"Missing one arm. The skeleton only gets one claw attack or weapon attack and can't use two-handed weapons."

So I've created the template, Custom Special got it to show on the specials tab after reactivating the special ability, which the skeleton template deactivates by default.

Now i'm trying to delete the Claws x 2 and just have a Claw attack, next i'll need to make two handed weapons invalid, but i'm concentrating on deleting one claw attack first.

Here's the script on the Template

First 100

Code:
~find the copy of missing one arm added by our decrepit skeleton template renable and show it
      var searchexpr as string
      searchexpr = "SpecSource.tmB0MFSSkD & thingid.xB0DMFSBoS"
      perform hero.findchild[Ability,searchexpr].delete[Helper.SpcDisable]
      perform hero.findchild[Ability,searchexpr].assign[Helper.ShowSpec]
Here's the script, i'm using, on the Special

Final Phase 50000

Code:
~ If we're not enabled, get out now
doneif (field[abilActive].value = 0)

~ We only get one claw attack.
perform hero.findchild[BaseNatWep,"IsWeapon.wClaw"].assign[Helper.NatPrimary]
perform hero.findchild[BaseNatWep,"IsWeapon.wClaw"].delete[Target2.wClaw]
It compiles but doesn't delete one claw attack???

Screenshot should be attached

Any thoughts

Dormio Forte Somnio


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