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Mathias
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 13,213

Old December 3rd, 2009, 11:39 AM
The same script, at PreLevel/10000, assigns Hero.EquipArmor and adds the armor check penalty from that armor to herofield[tArmorChk].value - it's that field that's applied to the skills.

I think drop the second doneif entirely - if you have this feat, don't you want to see all the heavy armors you are carrying, not just the one you're wearing, modified to display the adjusted armor and armor check values?

I think you can move the whole process to First/10500, and skip the User tag hassle. By that time all the FtDisables will have been set, so if you add this feat to a character, them make him a skeleton, the feat will be properly disabled by the first doneif. (BTW, the skeleton and zombie templates disable feats at First/10000 - so that's the earliest point where doneif(tagis[Helper.FtDisable] <> 0) is useful.)
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