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bodrin
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Location: Nottinghamshire, United Kingdom
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Old September 30th, 2009, 02:42 PM
I'm entering the gear from Complete Champion, a lot of the Items refer to "Sets" these consist of 3 or more items that when worn together apply competence bonuses to skills, class abilities and such like.

There is also a level increase for the purpose of special abilities, E.g Wild Shape for Armour of the beast if you have the Wild shape ability.

I've pinched this bit of code from Druids Vestment to add an extra Wild Shape use

Code:
if (field[gIsEquip].value <> 0) then
        var result as number
        result = hero.assign[Hero.ExtraWild]
        endif
but how would I go about scripting to check for specific equipped items and then apply the relevant bonus to a relevant skill, ability or Class special.

I was thinking of putting the set applied bonuses in a single piece of code then bootstrapping the items to refer to it.

Any ideas?
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Mathias
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Old September 30th, 2009, 03:36 PM
For each set, you'll create a Special (on the Special tab, not a Class Special) - make sure to set the uniqueness of that special to "Unique". Then, have each item in the set bootstrap that special. Because it's unique, you know that there will only be one copy of it, no matter how many set items have been added, so you know that the set bonuses will only be applied once.

At the bottom of most editor things is an option to define a User tag. What you want to do is define the same User tag for each thing in a set. Then, the special will have a script that will count up the number of set items:

Code:
var setcount as number
foreach pick in hero where "User.SetXXX"
setcount += 1
nexteach
 
if (setcount >= 3) then
~add the set bonuses
endif
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Mathias
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Old September 30th, 2009, 03:39 PM
Check the "How To - examples" page in the editor manual - look for the "Make a Class Special Ability count as X levels higher" section - you say you want extra levels for wild shape, but then you name an option that will just add another usage.
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bodrin
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Old October 1st, 2009, 01:44 PM
Quote:
Originally Posted by Mathias View Post
Check the "How To - examples" page in the editor manual - look for the "Make a Class Special Ability count as X levels higher" section - you say you want extra levels for wild shape, but then you name an option that will just add another usage.
The other Wild Shape usage is correct for the Armour which is one item of the set but the Higher Level is for the full set.

It appears that the user may have to remember that they are "A level Higher" and it not show on the character sheet.

The actual "Trappings of the Beast" Set text from page 136 Complete Champion states, "In addition, you are treated as one level higher for the purpose of using wild shape. (For instance, an 11th level Druid clad in the Trappings of the Beast could assume the form of a Plant Creature.)"

From the D20 srd

Druid Special
Level
11th Wild shape (Tiny)
12th Wild shape (plant)

Last edited by bodrin; October 1st, 2009 at 01:48 PM.
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Mathias
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Old October 1st, 2009, 02:30 PM
In that case, you'll need to add to the ExtraLevels of ALL the wild shape specials. Open up the druid in the editor and look through the class specials, or add a level of druid, then (with "enable data file debugging" checked in the develop menu), right click each wild shape ability, and select "copy unique ID (cDrdXXX) to clipboard" - you then paste that unique ID into your code. Get the special working for the basic wild shape ability, then copy that line a dozen or more times, and replace the ID in each case with a different special.
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