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Culhwch
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Join Date: Jan 2007
Posts: 48

Old May 12th, 2007, 11:23 PM
I'm creating a class special that increases an armor's max dexterity bonus; technically only when worn, but I was having trouble getting that to work, so I just applied the bonus to all armor owned.

I've put the addition in the pre-attribute phase, and debug shows that the value changes, and the change is shown on the screen (example: padded armor has gone up from +8 to +9). Now when I look at the tags for the padded armor, mMaxDex is still at its original value of 8, so the class special isn't working. Shouldn't the value have changed? It's showed as changed on the screen. Maybe a later phase resets it?

Thanks.
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Colen
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Old May 14th, 2007, 11:15 AM
Culhwch wrote:
>
>
> I'm creating a class special that increases an armor's max dexterity
> bonus; technically only when worn, but I was having trouble getting that
> to work, so I just applied the bonus to all armor owned.


So just confirming what the ability does: When you equip armor, that
armor's maximum dexterity bonus goes up by 1?

If you want to find out whether the armor is equipped, check the
"gIsEquip" field - if that field is non-zero, the armor is equipped. If
it's zero, it's not equipped.


> I've put the addition in the pre-attribute phase, and debug shows that
> the value changes, and the change is shown on the screen (example:
> padded armor has gone up from +8 to +9). Now when I look at the tags for
> the padded armor, mMaxDex is still at its original value of 8, so the
> class special isn't working. Shouldn't the value have changed? It's
> showed as changed on the screen. Maybe a later phase resets it?


The "mMaxDex" tag only indicates the initial value of the maximum dex
bonus. That then drives a field which you can make changes to as much as
you like. So the tag not changing isn't a problem.


Hope this helps,


--
Colen McAlister (colen@wolflair.com)
Chief Engineer, Lone Wolf Development
http://www.wolflair.com/
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Culhwch
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Join Date: Jan 2007
Posts: 48

Old May 14th, 2007, 10:01 PM
>Culhwch wrote:
>>
>>
>> I'm creating a class special that increases an armor's max dexterity
>> bonus; technically only when worn, but I was having trouble getting >that
>> to work, so I just applied the bonus to all armor owned.
>
>
>So just confirming what the ability does: When you equip armor, that
>armor's maximum dexterity bonus goes up by 1?
>

Yes, that is correct (or higher at higher levels; but I'd like to get the +1 working before worrying about that).

>If you want to find out whether the armor is equipped, check the
>"gIsEquip" field - if that field is non-zero, the armor is equipped. If
>it's zero, it's not equipped.
>

I think that's what I was checking....I might not have had the right phase and/or timing.

>
>> I've put the addition in the pre-attribute phase, and debug shows that
>> the value changes, and the change is shown on the screen (example:
>> padded armor has gone up from +8 to +9). Now when I look at the >tags for
>> the padded armor, mMaxDex is still at its original value of 8, so the
>> class special isn't working. Shouldn't the value have changed? It's
>> showed as changed on the screen. Maybe a later phase resets it?
>
>
>The "mMaxDex" tag only indicates the initial value of the maximum dex
>bonus. That then drives a field which you can make changes to as much >as
>you like. So the tag not changing isn't a problem.
>

OK, I don't know what's happening here. I've included a screenshot of my debug pane. The mMaxDex is clearly changing for the armor, but it's not affecting the actual maximum Dexterity. There's something called child[Totals].field[tMaxDex] that's used in the Attribute phase. I did a search in the data files, and couldn't find where that tag got set. (Oh, I temporarity have it subtracting one, as that seems to be easier to figure in my head the correct values when testing)

Thanks again!

>
>Hope this helps,
>
>
>--
>Colen McAlister (colen@wolflair.com)
>Chief Engineer, Lone Wolf Development
>http://www.wolflair.com/
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Colen
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Posts: 4,690

Old May 15th, 2007, 03:37 PM
Culhwch wrote:

> OK, I don't know what's happening here. I've included a screenshot of my
> debug pane. The mMaxDex is clearly changing for the armor, but it's not
> affecting the actual maximum Dexterity. There's something called
> child[Totals].field[tMaxDex] that's used in the Attribute phase. I did a
> search in the data files, and couldn't find where that tag got set.


Ah, I see. Currently to do that you'll need to alter the field mMaxDex
field before PreLevel/10000 (for example, any time in the UserPreLv
phase should work).

If you can't do it that early, you could instead reduce both mMaxDex and
child[Totals].field[tMaxDex] by 1 later - the maximum dexterity bonus
isn't used until PostAttr/10000, so changing it any time up until then
should work.

I realise it's not particularly useful to have the max dex bonus set
that early, so I've made a note to change this in future.


Hope this helps,


--
Colen McAlister (colen@wolflair.com)
Chief Engineer, Lone Wolf Development
http://www.wolflair.com/
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Culhwch
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Join Date: Jan 2007
Posts: 48

Old May 21st, 2007, 08:28 AM
Just wanted to say thanks! The second option did the trick for me.
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