Member
Join Date: Apr 2014
Posts: 50
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After reading some post and code I still can't figure out how to set proper linkage from my weapons to proficiencies.
To clarify - I want to show beside my weapon statistics in Tactical Console also an according proficiency in that weapon. So far I was able to set proficiencies for weapons through editor panel. But now I've stuck. Within WeaponBase component I have such line Code:
if (container.ishero <> 0) then perform linkage[wprofic].pullidentity[Profic] done endif I've set in this component also: Code:
<linkage linkage="wprofic" optional="yes"/> Code:
<identity group="Profic"/> But I still get those errors: Code:
Linkage pick 'wprofic' not located for current context Location: 'eval' script for Component 'WeaponBase' (Eval Script '#2') near line 11 I don't know if should work in Tactical console at this point. So what is wrong? |
#11 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,214
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I'm sorry, but I don't understand the goal of all this. What are you trying to accomplish?
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#12 |
Member
Join Date: Apr 2014
Posts: 50
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Beneath is my window from TC panel.
TC_prof_req.jpg There where is underlined, on the end, I want to show stats for weapon (now it is just a template) and among them a proficiency for that weapon. It can't be added or subtracted to any other stat because it is handled differently. Also I've made some roll buttons which at least one of them would need to access that proficiency value |
#13 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,214
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How are those numbers calculated? (give me the game rules for how they're calculated, not how you're doing it in Hero Lab).
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#14 |
Member
Join Date: Apr 2014
Posts: 50
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Each weapon has its proficiency, like swords, staffs etc.
Proficiency bonus is just a number between -2 - +5. It defines how many re-rolls you are allowed to do in a test, and that's it. I didn't implemented re-rolls to my roll trigers but at least I would know how meny are they. |
#15 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,214
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So the proficiencies are something that the user is adding to the character on a different table?
You need to establish a connection between each weapon and the proficiency that applies to that weapon, right? Are proficiencies specific to each weapon - greatsword and longsword are separate proficiencies? Or are they for weapon classes - greatsword and longsword both use the swords proficiency? |
#16 |
Member
Join Date: Apr 2014
Posts: 50
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Quote:
Quote:
Quote:
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#17 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,214
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Could you post the entire eval script #2 in the WeaponBase component, please?
The error message you've posted says the error is on line 11, but you haven't posted any code that's at least 11 lines long, so I want to make sure of which error message we're fixing, and where in the code the error is. |
#18 |
Member
Join Date: Apr 2014
Posts: 50
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Code:
<eval index="2" phase="Setup" priority="5000"><![CDATA[ ~container.parent.field[wpPiercing] ~container.child[gCustMagic].field[gCustEquiv].value ~doneif (container.parent.field[gIsEquip].value = 0) ~#competencebonus[hero.childfound[kHide], 5] ~if (linkage[defAttr1].field[attrBonus].value >= linkage[defAttr2].field[attrBonus].value) then ~perform linkage[defAttr1].setfocus ~perform linkage[LinkAttr].setfocus ~perform linkage[wprofic].field[prRoll].value if (container.ishero <> 0) then perform linkage[wprofic].pullidentity[Profic] done endif ~if (linkage[wprofic].field[prRoll].value <> 0) then ~(field[wpPenalty].value >= 15) ~endif ]]></eval> |
#19 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,214
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The wprofic linkage is defined in the WeaponBase component, right?
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#20 |
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