Member
Join Date: Jul 2010
Posts: 75
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Trying to implement penalties for missing limbs/extremities from a 3PP product - they don't really work as flaws (limit of 2, only selectable at 1st level) so I'm aiming to add them as permanent adjustments on the Personal tab.
Problem is they carry cumulative penalties (missing one leg and the other foot, for example, has a larger penalty than just missing one foot) and I can't figure out how to check for and count active permanent adjustments. I'd hoped it would be similar to feats/traits such as (this doesn't work obviously) Code:
hero.tagis[HasAdj.pMsLeg] <> 0 or hero.tagcount[HasAdj.pMsFoot] > 1 or even hero.tagis[Helper.AdjPerm.pMsFoot] <> 0 Anyone able to offer any advice on how to check for the presence of a permanent adjustment & how to count the instances of a particular adjustment? I'm a little stumped. I was able to get the "field[pIsOn].value <> 0" bit from the spell adjustment thread to figure out activation status (thanks ShadowChemosh). |
#1 |
Senior Member
Join Date: Aug 2008
Location: Miamisburg, OH
Posts: 1,322
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I might put the different options you have in as Adjustments. That way when you select one it will add the penalty to everything. It might make for a lot of adjustments but with someone so non-standard it might be the only way to go.
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#2 |
Member
Join Date: Jul 2010
Posts: 75
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Adjustments are exactly what I'm trying to code... but adding them as selectable permanent adjustments for ease of application is my goal, to implement supplemental rules in a 3PP book.
Still no luck... after searching one of the PF core data files I've tried tagcount[Helper.Adjustment] & tagcount[Adjustment.?] with no luck, but perhaps I'm applying them in the wrong context. Anyone? |
#3 |
Senior Member
Volunteer Data File Contributor
Join Date: Mar 2007
Posts: 1,245
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Make an adjustment, name it "Missing Limbs" or something, and give it an Unique ID of pMissLimb, and any other ones that you might need
If it has an incrementer, you can get the field's value from another thing with: hero.childfound[pMissLimb].field[pAdjust].value Then you can bootstrap a unique special to each of the permanent adjustments. This unique special looks at each of the new adjustments you have made, it's value, and then applies the correct penalties. |
#4 |
Member
Join Date: Jul 2010
Posts: 75
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Quote:
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#5 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Would it work to have a "missing right foot" adjustment that's always activated if the "missing right leg" adjustment is active (and have the missing foot be added when you add the leg)?
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#6 |
Member
Join Date: Jul 2010
Posts: 75
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Eh the way the 3PP is written the penalties for missing a foot are built into the missing leg (same with hand and arm). I have it set up that if you have both 'missing leg' and 'missing foot' adjustments, the missing foot's livename changes to 'Missing Foot (Other Leg)' and it throws an error if you try to do something like add 2 increments of Missing Foot along with any number of Missing Leg.
Just not all that familiar with bootstrapping, so reading up on that now & experimenting. |
#7 |
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