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Sendric
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Join Date: Jul 2010
Posts: 3,147

Old July 12th, 2012, 10:30 AM
Got it, and taking a look at it. I think its promising. I had come up with this to try and determine the difference between levels:

Code:
var level as number
var level2 as number
var bonus as number

level = hero.child[cHelpPsi].field[cMagicLev].value - 1
level2 = hero.child[cHelpPsi].field[cMagicLev].value

bonus = hero.child[cHelpPsi].field[cPsiPPTot].arrayvalue[level2] - hero.child[cHelpPsi].field[cPsiPPTot].arrayvalue[level]

hero.child[cHelpPsi].field[cPsiPPMax].value += bonus
My thought had been to replace the cHelpPsi with a chosen class like you are doing, but I hadn't gotten around that part yet. I also hadn't figured out how to include bonuses from attribute scores, but that's another matter altogether. This seems to work pretty well. Of course, you would have to increase the level2 number by 1 at 5th level and again at 9th. I haven't gotten to that point just yet.

As for hiding it from the class specials, all I can think to do is to have the class special call separate abilities for 5th and 9th level. I have a meeting to attend now, but I'll get back on this after that.

Edit: Actually, come to think of it, you may not need extra specials if you use an if statement like so:

Code:
if (#levelcount[Metamind] >= 9) then
 level2 = hero.child[cHelpPsi].field[cMagicLev].value + 2
elseif (#levelcount[Metamind] >= 5) then
 level2 = hero.child[cHelpPsi].field[cMagicLev].value + 1
else
 level2 = hero.child[cHelpPsi].field[cMagicLev].value
endif

Last edited by Sendric; July 12th, 2012 at 11:34 AM.
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