Quote:
Originally Posted by thegreatone5224
I'm not receiving any errors but the text is not updating as expected. If it helps I'll include everything below:
Code:
Phase: Post-levels
Priority: 10000
Index: 1
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Set our duration based on class level and element boon
var duration as number
if (#hasability[pngEleEBea] <> 0) then
duration = field[xTotalLev].value
else
duration = field[xTotalLev].value / 2
endif
~ Update feature's duration
#duration[pngEleEBa] = duration
field[livename].text = field[thingname].text & " (" & duration & " mins)"
field[listname].text = field[thingname].text & " (" & duration & " mins)"
~ Add tool tip to dex save
#situational[hero.child[svDEX],"Advantage vs. all",field[thingname].text]
This is being done on a level 8 character and the ability with the ID of pngEleEBea was selected as the element boon.
Result: Elemental Body: Air (4 mins)
Expected Result: Elemental Body: Air (8 mins)
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Try changing this line:
if (#hasability[pngEleEBea] <> 0) then
to this:
if (hero.childfound[pngEleEBea].tagis[Helper.ShowSpec] <> 0) then
It looks like the #hasability is returning a 0, which could be due to it not working properly or the timing, which can vary depending on the thing in question. I don't use it myself. This new check should work assuming you don't have a script that removes the ShowSpec tag for some reason, and ultimately performs the same function.
An alternative idea is to have the pngEleEBea thing assign a tag to the hero (such as User.EleBea) then you can check for the user tag on the hero. I would try the above method first though.