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ShadowChemosh
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Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old March 11th, 2018, 12:56 PM
Quote:
Originally Posted by DeltaMasterMind View Post
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 View Post
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.

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