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O'Connell
Junior Member
 
Join Date: Jan 2013
Posts: 1

Old January 17th, 2013, 04:43 PM
Adding in the Warblade from Tome of Battle and am currently running into a bit of a snag. I'd like to improve on my eval script but to be honest, trying to figure out things on my own is a little taxing. Currently I'm tying to add an Insight Bonus to my Hero's Reflex saved based on his Intelligence bonus which can not exceed the Warblade's class level. I've also set this as an activate check box so it can be toggle on and off since it isn't applied when flat-footed. I can give further explanation if needed.

So far this is what I've got. Obviously I'm doing something wrong.

Quote:
Phase: Post-levels Priority: 100 Index: 1

if (field[usrChkText].isempty <> 0) then
~ Apply our Intelligence bonus to our Reflex save
hero.child[vRef].field[vResist].value = hero.child[aINT].field[aModBonus].value
endif
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Kendall-DM
Spy
 
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220

Old January 18th, 2013, 10:18 AM
Are you creating this as a Class Special or as an integral part of the Warblade class (that is, in the Warblade eval script). I would suggest, if you haven't done so, to make this into a Class Special, and check the box for Show Charge as well as the first Charge Text box, putting Flat-Footed in the entry. Now, I'm working off the top of my head here, so the code might not be completely accurate, but here is likely what you want to do.

Code:
~ If we are flat-footed, get out now.
doneif (field[hIsOn1].value <> 0)

~ Apply our Intelligence bonus to our Reflex save, but no more than our class level.
if (hero.child[aINT].field[aModBonus].value >= 0) then
  var bonus as number
  bonus = minimum (hero.child[aINT].field[aModBonus].value, field[xTotalLev].value)
  #applybonus[BonInsight, hero.child[vRef], bonus]
endif

Last edited by Kendall-DM; January 18th, 2013 at 10:21 AM.
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