Quote:
Originally Posted by DeltaMasterMind
The reason for the early timing is for the bootstrap condition which I must contend with.
|
What bootstrap? Fly is on every character in the world. I am guessing your bootstrapping xFly if that is the case no need. Just assign the fly speed in the script.
Quote:
Originally Posted by DeltaMasterMind
So you suggest just to change it to assign instead of replace since my timing comes before it's own correct?
|
Assuming your bootstrapping xFly as the reason for early timing. Then make your script as this and you can set pretty much any time before Final:
Code:
~ Improve our maneuverability based on how many copies of this feat we have.
field[abValue].value += hero.tagcount[Ability.XXXXXXXX]
~ Give fly speed of XXft based on the abValue2 setup on feat
#applybonus[abValue,hero.child[xFly],field[abValue2].value]
if (field[abValue].value = 1) then
perform hero.childfound[xFly].assign[Maneuver.Poor]
elseif (field[abValue].value = 2) then
perform hero.childfound[xFly].assign[Maneuver.Average]
elseif (field[abValue].value = 3) then
perform hero.childfound[xFly].assign[Maneuver.Good]
elseif (field[abValue].value >= 4) then
perform hero.childfound[xFly].assign[Maneuver.Perfect]
endif
I use #applybonus[] to set the HIGHEST Fly speed. Meaning if two scripts run for #applybonus with 60ft of movement and 30ft of movement you end up with 60ft of fly speed not 90.