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AndrewD2
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Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975

Old October 20th, 2011, 08:04 AM
Yeah, sorry about that. I meant to include it.

Code:
       ~only perform the rest on the first copy
      doneif (tagis[Helper.FirstCopy] = 0)
foreach pick in hero from BaseNatWep where "IsWeapon.wBite"

      ~ Get our unarmed strike pick, delete the damage tag from it, and assign
      ~ a new damage tag.
      var dice as string
      perform eachpick.delete[wMain.?]
      if (field[xAllLev].value < 4) then
        perform eachpick.assign[wMain.1d4_4]
        dice = "1d4"
      elseif (field[xAllLev].value < 8) then
        perform eachpick.assign[wMain.1d6_5]
        dice = "1d6"
      elseif (field[xAllLev].value < 12) then
        perform eachpick.assign[wMain.1d8_6]
        dice = "1d8"
      elseif (field[xAllLev].value < 16) then
        perform eachpick.assign[wMain.2d6_104]
        dice = "2d6"
        
      elseif (field[xAllLev].value < 20) then
        perform eachpick.assign[wMain.2d8_204]
        dice = "2d8"
      else
        perform eachpick.assign[wMain.4d6_106]
        dice = "4d6"
        endif
      field[livename].text = "Bite " & " (" & dice & ")"
      ~field[livename].text = ""
      field[listname].text = field[livename].text
nexteach
I figured since it was just changing the damage to that of the claws I could just copy the eval script from the ability that set the claws damage.

The only real difference between the script that sets the initial bite damage and this one is the damage is moved down one degree.
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Mathias
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Posts: 13,213

Old October 20th, 2011, 08:27 AM
I don't see anything wrong with that script. Did you give it the same phase & priority as your claw script? (What is that phase & priority?)

Where exactly is the error? Does the livename of this thing change to include the dice variable you're setting up?
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AndrewD2
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Location: Muskegon, MI
Posts: 2,975

Old October 20th, 2011, 08:45 AM
The eval script on the ability where the wBite is bootstrapped is Post-Levels Priority 5000 (which sets the initial damage properly). The ability that replaces the damage is Post-Levels 6000. The livename is not changing.
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Mathias
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Old October 20th, 2011, 08:57 AM
You mentioned two scripts, what's the other one doing?

Let's work on figuring out where the problem's occuring.

Code:
debug "start"
       ~only perform the rest on the first copy
      doneif (tagis[Helper.FirstCopy] = 0)
debug "we're running"
foreach pick in hero from BaseNatWep where "IsWeapon.wBite"
debug "in the foreach"
      ~ Get our unarmed strike pick, delete the damage tag from it, and assign
      ~ a new damage tag.
      var dice as string
      perform eachpick.delete[wMain.?]
debug "Level: " & field[xAllLev].value
      if (field[xAllLev].value < 4) then
debug "4th"
        perform eachpick.assign[wMain.1d4_4]
        dice = "1d4"
      elseif (field[xAllLev].value < 8) then
debug "8th"
        perform eachpick.assign[wMain.1d6_5]
        dice = "1d6"
      elseif (field[xAllLev].value < 12) then
debug "12th"
        perform eachpick.assign[wMain.1d8_6]
        dice = "1d8"
      elseif (field[xAllLev].value < 16) then
debug "16th"
        perform eachpick.assign[wMain.2d6_104]
        dice = "2d6"
 
      elseif (field[xAllLev].value < 20) then
debug "20th"
        perform eachpick.assign[wMain.2d8_204]
        dice = "2d8"
      else
debug "Epic levels"
        perform eachpick.assign[wMain.4d6_106]
        dice = "4d6"
        endif
      field[livename].text = "Bite " & " (" & dice & ")"
      ~field[livename].text = ""
      field[listname].text = field[livename].text
nexteach
To view the debug report, go to the Develop menu. If everything there is greyed out, enable the first option - "Enable Data File Debugging". At the bottom of that menu, choose "Floating Info Windows", then "Show Debug Output" - what does the debug report say after you add these debug statements?
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AndrewD2
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Location: Muskegon, MI
Posts: 2,975

Old October 20th, 2011, 06:44 PM
ok the script I posted earlier also is a "Custom Ability", that is the ability that can be selected to up the damage of the bite. This is the original ability that bootstraps wBite and sets its original damage. Post-levels 5000.

Code:
  ~only perform the rest on the first copy
      doneif (tagis[Helper.FirstCopy] = 0)
foreach pick in hero from BaseNatWep where "IsWeapon.wBite"

      ~ Get our unarmed strike pick, delete the damage tag from it, and assign
      ~ a new damage tag.
      var dice as string
      perform eachpick.delete[wMain.?]
      if (field[xAllLev].value < 8) then
        perform eachpick.assign[wMain.1d4_4]
        dice = "1d4"
      elseif (field[xAllLev].value < 12) then
        perform eachpick.assign[wMain.1d6_5]
        dice = "1d6"
      elseif (field[xAllLev].value < 17) then
        perform eachpick.assign[wMain.1d8_6]
        dice = "1d8"
      elseif (field[xAllLev].value < 20) then
        perform eachpick.assign[wMain.2d6_104]
        dice = "2d6"
        
      else
        perform eachpick.assign[wMain.2d8_204]
        dice = "2d8"
      endif
      field[livename].text = "Bite" & " (" & dice & ")"
      ~field[livename].text = ""
      field[listname].text = field[livename].text
nexteach
As for the Debug all it says is "Start Evaluation Cycle" "Start"

says it every time I add the ability.
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Mathias
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Old October 20th, 2011, 11:42 PM
Try checking for Helper.ShowSpec, rather than Helper.FirstCopy - knowing which is the main copy of an ability is important for class specials, which often have 3-5 copies, each added at a different level, but it's not as important in other cases, and other editor tabs may not have scripts to assign Helper.FirstCopy.
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AndrewD2
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Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975

Old October 21st, 2011, 04:24 AM
Alright, a little more happens in the debug, but changing to Helper.ShowSpec caused a few errors too. It didn't like xAllLev (and debug was reporting level 0) so I changed it to #levelcount[GargParag] and its reporting the proper level now.

From the debug window:



********** Start Evaluation Cycle **********

stafrt
we're running
in the foreach
Level: 9
12th

The damage dice are still not changing.
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Mathias
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Posts: 13,213

Old October 21st, 2011, 07:01 AM
xAllLev only works in class specials. In a custom ability, the corresponding field's name is xTotalLev (yes, it's wierd, and if I could change that, I would).
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AndrewD2
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Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975

Old October 21st, 2011, 11:49 AM
Alright, I changed those to xAllLev but the dice type still aren't changing.
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Mathias
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Posts: 13,213

Old October 21st, 2011, 11:51 AM
Change them from xAllLev to xTotalLev
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