Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Most error messages in Hero Lab will let you right-click them and copy them.
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#21 |
Member
Join Date: May 2014
Location: Plantation, FL
Posts: 78
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Quote:
Linkage pick 'table' not located for current context Location: 'field calculate' script for Field 'xTotalLev' near line 7 - - - Linkage pick 'table' not located for current context Location: 'field calculate' script for Field 'xTotalLev' near line 8 - - - Linkage pick 'table' not located for current context Location: 'field calculate' script for Field 'xTotalLev' near line 9 - - - Linkage pick 'table' not located for current context Location: 'eval' script for Component 'BaseCustSp' (Eval Script 'Calc xIndex') near line 95 - - - Linkage pick 'table' not located for current context Location: 'eval' script for Component 'BaseCustSp' (Eval Script 'Calc xIndex') near line 95 - Andrew <:-(} |
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#22 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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So, if you're copying error messages like that, and they're about code that you've written, we can't help you diagnose the error unless you include all the code - that way, we can count lines and see what's on line 7, which is the first step in figuring out why there's an error near line 7.
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#23 |
Member
Join Date: May 2014
Location: Plantation, FL
Posts: 78
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Quote:
Script follows: ~ First check all classes on the hero for one with favored enemies var foundone as number var validclass as number var i as number var currlevel as number var searchexpr as string foreach pick in hero from Class ~We subtract 1 because arrays start at 0, so 1st level is 0 in an array. currlevel = eachpick.field[cTotalLev].value currlevel -= 1 ~This is awkward because the number is in an array field, so we have to "walk up" the array, checking each cell (up to the current level) for a non-zero value. for i = 0 to currlevel if (eachpick.field[cFav1Tot].arrayvalue[i] <> 0) then validclass = 1 endif next if (validclass <> 0) then foundone += 1 ~ We also note down which classes are valid choices, for later searchexpr = splice(searchexpr, tagids[Classes.?], " | ") endif ~validclass has to be reset to 0 for each new class, so we can know if this class should be choosable. Otherwise, once a valid class was found, all future classes would also be valid validclass = 0 nexteach ~stop if we did not find an appropriate class doneif (foundone = 0) ~Now define our candidate expression. It should be mostly built in the previous foreach, we just need to add a bit onto the beginning and enclose the rest in parenthesis. field[usrCandid1].text = "component.Class & (" & searchexpr & ")" ~If we haven't chosen any class to benefit yet, stop doneif (field[usrChosen1].ischosen = 0) ~Since we got this far, add our own class levels to the chosen class. ~Note that since we are running this script before Levels phase, we can't rely on our normal level fields. field[usrChosen1].chosen.field[cFav1Level].value += #levelcount[RLMonHunt] - Andrew <:-(} |
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#24 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Actually, I think the error doesn't lie in the code itself - there's something wrong with how you're bootstrapping things.
Check how you've organized things. Have you done any of the following (which aren't allowed): Created something on the "Custom Ability" tab, and then bootstrapped it to anything else (Custom Abilities may only be added by the user. They may never be bootstrapped - use a Class Special instead if you want to bootstrap it). Bootstrapped a Class Special to anything other than the following: A Class, an archetype, a Custom Ability, or a Cleric Domain |
#25 |
Member
Join Date: May 2014
Location: Plantation, FL
Posts: 78
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Quote:
How can I add the Custom Ability to the Prestige Class then without getting errors? I'm not sure where to go from here. - Andrew <:-(} |
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#26 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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What do you mean by "It wasn't coming up on the list"? That's the error we want to fix.
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#27 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Mathias: I think he is talking about the custom special ability table not showing his custom special ability in the list to add. He probably forgot to give it a specsource tag matching that of his class.
Quistar: My advice is not to use a Custom Special, remake the ability as a Class ability and bootstrap that to your class instead. |
#28 |
Member
Join Date: May 2014
Location: Plantation, FL
Posts: 78
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Quote:
- Andrew <:-(} |
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#29 |
Member
Join Date: May 2014
Location: Plantation, FL
Posts: 78
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That's the tricky part. Favored Enemy is a checkbox ...hm, it WAS a checkbox on the Class tab. Now all I see is the "Favored Enemy Count" which lets me choose which levels I advance that ability. That being the case, should the script we've been working on go here? Or do I need to rewrite the Favored Enemy into a Class Special? Cause I have no idea how to do that and figured it was easier to work with existing script.
- Andrew <:-(} |
#30 |
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