Junior Member
Join Date: Apr 2015
Posts: 17
|
Is there a way to send my editor file to you?
|
#21 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
|
My e-mail is my forum name at wolflair dot com
|
#22 |
Junior Member
Join Date: Apr 2015
Posts: 17
|
I sent the file as requested. Thank you for all of your help!
|
#23 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
|
Ok, I'll take a look after work tonight.
|
#24 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
|
Ok, so a couple things. It looks like you decided not to bootstrap the existing class ability, and created your own class ability, with the unique ID "cSHADSTR".
1. Your eval script timing is off. Final is too late to add to the value of xMnkUnarm, you even have a "before" element naming the script you need to go before, which is raising a timing issue on load. Move the following script to PostLevel 4000 Code:
~ only perform the rest on the first copy doneif (tagis[Helper.FirstCopy] = 0) ~ If we're not shown, just get out now doneif (tagis[Helper.ShowSpec] = 0) ~ If we're disabled, do nothing doneif (tagis[Helper.SpcDisable] <> 0) ~Add our levels to the unarmed attack damage helper #value[xMnkUnarm] += field[xAllLev].value if (field[xAllLev].value < 4) then field[abText].text = "1d4" elseif (field[xAllLev].value < 8) then field[abText].text = "1d6" elseif (field[xAllLev].value < 12) then field[abText].text = "1d8" elseif (field[xAllLev].value < 16) then field[abText].text = "1d10" elseif (field[xAllLev].value < 20) then field[abText].text = "2d6" else field[abText].text = "2d8" endif Code:
#value[xMnkUnarm] += maximum(field[xAllLev].value - 4, 1) I would say, move that script from Post Level 10000 to Post Level 2500 |
#25 |
Junior Member
Join Date: Apr 2015
Posts: 17
|
I made the changes, and the damage changed, but it is still considered non-lethal.
|
#26 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
|
Well, go to "Develop" and click on Enable Data File Debugging. Go to the weapon tab and right click on the unarmed strike, and choose "Show Debug Tags".
The window that pops up shows all the tags on Unarmed strike weapon, do you see one which might be related to your issue? Once you have that, add a script to your special which deletes that tag from the weapon. |
#27 |
Junior Member
Join Date: Apr 2015
Posts: 17
|
I found a tag that sets non-lethal called wSpecial.Nonlethal. I think that's doing it.
Where should I include the script? In one of the three scripts in the ShadowUnarmed? Create a new one? What should the delete line look like? |
#28 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
|
I don't think it matters which eval script it is in, try one and if that doesn't work try another.
delete is a fairly common function which you should be able to find an example of. Here is one such Code:
perform hero.child[xFly].delete[Value.?] |
#29 |
Thread Tools | |
Display Modes | |
|
|