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Senior Member
Join Date: Dec 2013
Posts: 106
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I've been away from coding HL for a few years, and now some of the normal syntax I would use don't seem to be working like they used to.
I am trying to have a subtype get a Slam attack that scales up or down based on the size of the base creature. I've tried Code:
perform hero.child[wSlam].field[wDamage].value += 1 Code:
Syntax error in 'bootstrap #1 condition' tag expression for Thing 'stMyFile' -> Invalid tag template specified: 'perform' Helper = NatPrimary wMain = 1d6 I'd appreciate a bit of clarification on how the scripting/syntax may have changed. |
#1 |
Senior Member
Join Date: Feb 2015
Posts: 676
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You don't use "perform" to modify field values. That's mostly for doing tag-related stuff in a script, or for setting/clearing focus.
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#2 |
Senior Member
Join Date: Dec 2013
Posts: 106
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Quote:
http://forums.wolflair.com/showthread.php?t=49225 I am trying to write a script within the "Conditions" section of the bootstrapped wSlam ability. If perform no longer works for this, then what does? |
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#3 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,243
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"Condition" is the conditions under which that item exists (when the bootstrap is live), not a place where you can run scripts that affect other things.
Doesn't the attack scale by default? I'm pretty sure that's how we set up natural attacks to work, so that things like enlarge person work correctly. |
#4 |
Senior Member
Join Date: Dec 2013
Posts: 106
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Awesome I am seeing that if the creature adjusts sizing via the "size category" adjustment the damage does scale pretty much as I was intending.
@Mathias One issue I did come across that's related, is in the "Race Builder", in the portfolio itself when you change size there, the natural attacks damage die don't scale, only the extra damage due to the size change. For instance: Code:
Medium Creature with Slam (10 in all attributes) = +0 1d6 Adjust to large in the drop-down = +0 1d6+1 Adjust to small in the drop-down = +1 1d6 |
#5 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,243
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The race builder is designed to have the user pick a size first, and then pick the damage for the weapons - it was not designed to auto-size them, and I don't think it should auto-size them, because there are some damage dice combinations that lie between rows on the damage dice tables. HL knows how to take one of those values, and if the creature were reduced, move it down to the next step, but then if the creature got improved natural weapons, the +1 step from that would cancel out the -1 step from reduce person/monster/whatever, but the final damage result wouldn't be what was entered - it would be a value that was a real table row. So if we're auto-sizing those damages, that would end up meaning that in some cases, users couldn't enter damage dice combinations that were between rows on the table.
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#6 |
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