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xWhiteGodx
Junior Member
 
Join Date: May 2018
Location: East Coast, USA
Posts: 11

Old November 26th, 2018, 11:55 AM
The current quandary I stumbled upon is making a hierarchy stack to determine whether or not to increase the value of a Configurable. Currently I have this eval script (Post-Level, 10,000):

Code:
       doneif (tagis[Helper.Disable] <> 0)

if (#hasability[cHydroKinet] + #hasability[cGeokinet] + #hasability[cAirKinet] >= 0) then
      hero.childfound[cfgWildTalent].field[cfgMax1].value += 1

elseif (#hasability[cPyrokinet] + #hasability[cEE1PyroKinet] >= 0) then
      hero.childfound[cfgWildTalent].field[cfgMax1].value -= 0
endif
The script is in the Special Ability [cEE1PyroKinet]. What I want to do, is make it so
Quote:
If Class has [cHydroKinet], or [cGeokinet] or [cAirKinet](Primary Ability Table for class)
then
Quote:
increase [cfgWildTalent].field[cfgMax1].value by 1
However,
Quote:
If Class has [cPyrokinet]
then
Quote:
Decrease [cfgWildTalent].field[cfgMax1].value by 1
The issue I run into, is that it either works all the time, or works none of the time - meaning it'll always give a +1 to the Configurable, regardless of if I have those abilities or not, or it doesn't give it at all. I'm stumped on this one and have spent 2 hours working on it. I can't progress through the class without making this one piece of script work, because it needs to be copy/pasted (then slightly modified) for other abilities of the same.


Last edited by xWhiteGodx; September 23rd, 2019 at 05:54 PM.
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xWhiteGodx
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Join Date: May 2018
Location: East Coast, USA
Posts: 11

Old September 23rd, 2019, 05:52 PM
Necroing the hell out of this thread as it's still unresolved, even almost a year later.

The issue still persists - I can't figure out why the script won't deactivate or activate that bonus for other requirements being met.

Script 2: Final Phase; 10,000

Code:
       doneif (tagis[Helper.Disable] < 0)

if (#hasability[cHydroKinet] + #hasability[cGeokinet] + #hasability[cAirKinet] > 0) then
      hero.childfound[cfgWildTalent].field[cfgMax1].value += 1

if (#hasability[cPyrokinet] > 0) then
      hero.childfound[cfgWildTalent].field[cfgMax1].value -= 1
endif
endif
No matter what I do for the script, if the Hero has cHydroKinet, or cGeokinet, or cAirKinet and cEE1PyroKinet, it doesn't increase [cfgMax1] by 1 point.

>Assume Hero chooses Water for base element [cHydroKinet]
>Hero reaches level 7, Hero chooses expanded element to dive into, or expands current element
>If Hero chooses Fire as expanded element [cEE1PyroKinet], Hero should get [cfgMax1] +1

This does not happen. Why? I get no errors when saving and testing, but it doesn't actually do anything. Even if I put an elseif, nothing changes. I could always give an automatic [cfgMax1] +1 for reaching level 7, when the element can be chosen, but there's no way to reduce that by 1 if they pick a certain thing. I would really love help with this.

The intent is that if the Hero has any element besides fire as the starting element to increase [cfgMax1] by 1, and not to if fire is the starting element.

Last edited by xWhiteGodx; September 23rd, 2019 at 05:59 PM.
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dungeonguru
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Join Date: May 2016
Location: Louisville, KY
Posts: 490

Old September 24th, 2019, 03:43 AM
Sometimes it's not just the scripting, but the timing. I see you've been in post-level and final phases, have you tried earlier? Have you tried moving the phase internal timing from 10000 to 15000 or earlier to 5000?

I assume you have, so here's a rewrite that doesn't require you to use a subtraction and nested if/then looping.

Code:
doneif (tagis[Helper.Disable] < 0)
~ drop here if we have cPyrokinet already
doneif (#hasability[cPyrokinet] > 0)
~ add 1 to my cfgMax1 otherwise. 
hero.childfound[cfgWildTalent].field[cfgMax1].value += 1
In this method we test to see if we have cPyrokinet, and only add 1 if we do.

DM'ing since 1984's red box. Pretending to slay dragons for a long time before.
SELF-CERTIFIED OLD COOT
The mirror doesn't lie.

Links for Community files:
Changelog for 5e Community Files
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dungeonguru
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Join Date: May 2016
Location: Louisville, KY
Posts: 490

Old September 24th, 2019, 03:48 AM
Also, the

doneif (tagis(Helper.Disable] < 0)

seems off, i've only seen it in code as

doneif (tagis[Helper.Disable] = 1)

or

doneif (tagis[Helper.Disable] <> 0)

I'm not sure if the Helper.Disable count ever gets a negative number but wondering if it might not be initialized correctly during certain phases and that's kicking you out of the script altogether early.

DM'ing since 1984's red box. Pretending to slay dragons for a long time before.
SELF-CERTIFIED OLD COOT
The mirror doesn't lie.

Links for Community files:
Changelog for 5e Community Files
Open Issues for 5e Community Files


LW Products: Hero Labs Classic
Other Tools: CC3+, Inspiration Pad Pro
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xWhiteGodx
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Join Date: May 2018
Location: East Coast, USA
Posts: 11

Old September 25th, 2019, 04:39 PM
Yea, I realized that it was set to a negative value, but it really didn't change/do much. Even using your script and making some small changes didn't do anything besides ignore the doneif (#hasability[cPyrokinet] > 0) section and automatically add to cfgMax1.

It seems that the eval script outright ignores the entire if unless it's >= 0

This is what I have for the script right now:

Code:
doneif (tagis[Helper.Disable] <> 0)
~ drop here if we have cPyrokinet already
if (#hasability[cPyrokinet] > 0) then
~ add 1 to my cfgMax1 otherwise. 
hero.childfound[cfgWildTalent].field[cfgMax1].value += 1
endif
However it does nothing, but gives no errors. If I change the > 0 to >= 0 then it always works (as it's always equal to or greater than zero). Changing it to = 1 or anything of that variation doesn't work (well, > 1 works because it's the same as >= 0).

I honestly think the macro itself refuses to work in that scenario. In a 2nd script where I increase cfgMax2, 3, and 4 as part of grabbing the ability the scripts are on [cEE1PyroKinet]. Those work perfectly, and if I add

Code:
~Increase Basic Blasts by 1
     if (field[xTotalLev].value >= 7) then
       hero.childfound[cfgWildTalent].field[cfgMax1].value += 1


endif
to the end of the second, or even the first eval script, it'll always give a +1 to it, but reversing the other script to
Code:
doneif (tagis[Helper.Disable] <> 0)
~ drop here if we have cPyrokinet already
if (#hasability[cPyrokinet] > 0) then
~ add 1 to my cfgMax1 otherwise. 
hero.childfound[cfgWildTalent].field[cfgMax1].value -= 1
endif
produces the same problem. I think the (#hasability[cXXX] >0) line just simply does nothing in regards to determining when to add or subtract a value for cfgMax1.

It's been driving me crazy.
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dungeonguru
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Join Date: May 2016
Location: Louisville, KY
Posts: 490

Old September 26th, 2019, 03:30 AM
I did a search and I think the issue is with the abillity getting added in a configurable too late for #hasability[] to get a proper tag count and is always returning a 0 or being added via configurable isn't setting the right tag for #hasability to include it in a count.

ShadowChemosh talks about this in a thread here and suggests using hero.childlives[xxx] as the test criteria and also says #hasfeat[] has the same issue.

I'm not sure if this will fix your issue, but it's worth trying.

DM'ing since 1984's red box. Pretending to slay dragons for a long time before.
SELF-CERTIFIED OLD COOT
The mirror doesn't lie.

Links for Community files:
Changelog for 5e Community Files
Open Issues for 5e Community Files


LW Products: Hero Labs Classic
Other Tools: CC3+, Inspiration Pad Pro
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xWhiteGodx
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Join Date: May 2018
Location: East Coast, USA
Posts: 11

Old September 26th, 2019, 01:17 PM
Quote:
Originally Posted by dungeonguru View Post
I did a search and I think the issue is with the abillity getting added in a configurable too late for #hasability[] to get a proper tag count and is always returning a 0 or being added via configurable isn't setting the right tag for #hasability to include it in a count.

ShadowChemosh talks about this in a thread here and suggests using hero.childlives[xxx] as the test criteria and also says #hasfeat[] has the same issue.

I'm not sure if this will fix your issue, but it's worth trying.
Oh you madman. Thank you for finding this niche bit of info. I don't know how I didn't find it after off and on looking for a year. I can finally (hopefully) finish this abomination of a class. I'm not even finished with it, but I'm looking at:

1 class
1 class level
16 class specials
131 custom abilities
25 spells

The latter 2 will be increasing now that the piece of code correctly identifies it. Woop!
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