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if (field[xIndex].value <= 1) then
field[listname].text = "Unarmed Strike 1d4"
elseif (field[xIndex].value = 2) then
field[listname].text = "Unarmed Strike 1d6"
elseif (field[xIndex].value = 3) then
field[listname].text = "Unarmed Strike 1d8"
elseif (field[xIndex].value = 4) then
field[listname].text = "Unarmed Strike 1d10"
elseif (field[xIndex].value = 5) then
field[listname].text = "Unarmed Strike 2d6"
endif
~only perform the rest on the first copy
doneif (tagis[Helper.FirstCopy] = 0)
~ Get our unarmed strike pick, delete the damage tag from it, and assign
~ a new damage tag.
var dice as string
perform hero.child[wUnarmed].delete[wMain.?]
if (field[xAllLev].value < 4) then
perform hero.child[wUnarmed].assign[wMain.1d4_5]
dice = "1d4"
elseif (field[xAllLev].value < 8) then
perform hero.child[wUnarmed].assign[wMain.1d6_6]
dice = "1d8"
elseif (field[xAllLev].value < 12) then
perform hero.child[wUnarmed].assign[wMain.1d8_304]
dice = "1d10"
elseif (field[xAllLev].value < 16) then
perform hero.child[wUnarmed].assign[wMain.1d10_104]
dice = "2d6"
elseif (field[xAllLev].value < 20) then
perform hero.child[wUnarmed].assign[wMain.2d6_204]
dice = "2d8"
endif
field[livename].text = field[name].text & " (" & dice & ")"
if (field[xAllLev].value < 4) then
perform hero.child[wUnarmed].assign[wMain.1d6_5]
if (field[xAllLev].value < 4) then
perform hero.child[wUnarmed].assign[wMain.1d4_5]
if (field[gIsEquip].value <> 0) then
~ If we're a monk, our AC and unarmed damage abilities get
~ 5 extra levels
if (hero.tagis[Classes.Monk] <> 0) then
hero.child[cMnkAC].field[xExtraLev].value += 5
hero.child[cMnkUnarm].field[xExtraLev].value += 5
~ Otherwise, we get 3 upgrades to our unarmed damage, and an AC bonus
~ assigned below
else
perform hero.child[wUnarmed].assign[Helper.DamageUp]
perform hero.child[wUnarmed].assign[Helper.DamageUp]
perform hero.child[wUnarmed].assign[Helper.DamageUp]
endif
endif
Second eval script:if (hero.tagis[Classes.Monk] <> 0) then
hero.child[cMnkUnarm].field[xExtraLev].value = hero.child[cMnkUnarm].field[xExtraLev].value + 4
endif
if (hero.tagis[Classes.Monk] = 0) then
~ Calculate our total character level
~ assigned to us
var level as number
level = herofield[tLevel].value
~ Get our unarmed strike pick, delete the damage tag from it, and assign
~ a new damage tag.
var result as number
var dice as string
result = hero.child[wUnarmed].delete[wMain.?]
if (level < 4) then
result = hero.child[wUnarmed].assign[wMain.1d4_4]
dice = "1d4"
elseif (level < 8) then
result = hero.child[wUnarmed].assign[wMain.1d6_5]
dice = "1d6"
elseif (level < 12) then
result = hero.child[wUnarmed].assign[wMain.1d8_6]
dice = "1d8"
elseif (level < 16) then
result = hero.child[wUnarmed].assign[wMain.1d10_304]
dice = "1d10"
elseif (level < 20) then
result = hero.child[wUnarmed].assign[wMain.2d6_104]
dice = "2d6"
else
result = hero.child[wUnarmed].assign[wMain.2d6_104]
dice = "2d6"
endif
field[livename].text = field[name].text & " (" & dice & ")"
endif
var level as number
level = herofield[tLevel].value
var result as number
result = hero.child[wUnarmed].delete[wMain.?]
var dice as string
if (hero.tagis[Classes.Monk] <> 0) then
hero.child[cMnkUnarm].field[xExtraLev].value = hero.child[cMnkUnarm].field[xExtraLev].value + 4
else
if (level < 4) then
result = hero.child[wUnarmed].assign[wMain.1d4_4]
dice = "1d4"
elseif (level < 8) then
result = hero.child[wUnarmed].assign[wMain.1d6_5]
dice = "1d6"
elseif (level < 12) then
result = hero.child[wUnarmed].assign[wMain.1d8_6]
dice = "1d8"
elseif (level < 16) then
result = hero.child[wUnarmed].assign[wMain.1d10_304]
dice = "1d10"
else
result = hero.child[wUnarmed].assign[wMain.2d6_104]
dice = "2d6"
endif
field[livename].text = field[name].text & " (" & dice & ")"
endif
hero.child[cMnkUnarm].field[xExtraLev].value += 4
hero.child[cMnkUnarm].field[xExtraLev].value += 4
if (tagcount[Classes.Monk] <> 0) then
hero.child[cMnkUnarm].field[xExtraLev].value += 4
endif
This should be changed to:Code:if (tagcount[Classes.Monk] <> 0) then hero.child[cMnkUnarm].field[xExtraLev].value += 4 endif
if ([b][COLOR="Blue"]hero[/COLOR][/b].tagcount[Classes.Monk] <> 0) then
hero.child[cMnkUnarm].field[xExtraLev].value += 4
endif
~First 500
var level as number
level = herofield[tLevel].value
var result as number
var dice as string
if (hero.tagis[Classes.Monk] <> 0) then
hero.child[cMnkUnarm].field[xExtraLev].value += 4
else
result = hero.child[wUnarmed].delete[wMain.?]
if (level < 4) then
result = hero.child[wUnarmed].assign[wMain.1d4_4]
dice = "1d4"
elseif (level < 8) then
result = hero.child[wUnarmed].assign[wMain.1d6_5]
dice = "1d6"
elseif (level < 12) then
result = hero.child[wUnarmed].assign[wMain.1d8_6]
dice = "1d8"
elseif (level < 16) then
result = hero.child[wUnarmed].assign[wMain.1d10_304]
dice = "1d10"
else
result = hero.child[wUnarmed].assign[wMain.2d6_104]
dice = "2d6"
endif
field[livename].text = field[name].text & " (" & dice & ")"
endif