Quote:
Originally Posted by Aaron
Add an eval script to the armor. First employ a line to stop the script if the armor isn't equipped:
Code:
~ If we're not equipped, do nothing
doneif (field[gIsEquip].value = 0)
Then there are macros to help with the others (Minous is correct to ask about bonus types, I assume for 2 you mean a resistance typed bonus)
Code:
~ Apply resist fire 5
#applyresist[xDamRsFire, 5]
~ Apply a +1 resistance bonus to saves
#applybonus[svResist,hero.child[svAll],1]
~ Apply a +5 situational bonus to saves
#situational[hero.child[svAll], "+5 bonus vs. fire", field[thingname].text]
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Wow! Thanks Aaron. It worked really well.
I click on the Breastplate and immediately get the +1 to all Saves. I can hover to see the Situational +5 to Fire. Wonderful.
I wish I understood this stuff, it's really hard for me.
Seeing how you nailed the first three, would you please provide some advice (or something I can paste in!) for the initial ones I thought even more impossible please?
- Your current weapon gains the Flaming effect (+1D6 Fire damage)
- You can give 'Flaming' effect to others up to your level/rounds.
- You take +2 damage for all cold damage against you.
How would you tackle those three?
- The current flaming effect on MY weapon, it's a Masterwork club at the moment - Would I just make a custom weapon, and add the 1D6 on?
- The flaming effect I can give to other peoples weapons would be something visible in the Specials list? It's level/rounds.
- +2 Cold damage I take would be a situational thing again?
Thank you very much.