Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Helper.Helper means "you can't purchase this" not "disable this".
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#11 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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I think that's what I want it to do, though. Hide the feat (unpurchasable if such a word exists) unless a different feat is taken. When I add the tag Helper.Helper through the tag button in the editor, the feat disappears. This is what I am looking for, but with an if statement involved.
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#12 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Scripts don't run until something's been purchased, so you can only assign that tag permanently, not with a script.
If this requires the presence of another feat, why not just use an exprreq? |
#13 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
BTW, I noticed a similar script you provided some time back that does a similar thing. Its in the thread Adding New Mounts. That's why I thought it might work. |
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#14 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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I'd use the Special tab to create the helper item, rather than making it a feat. There's nowhere to directly purchase specials, so you don't have to worry about making it un-purchasable.
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#15 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Alright. I'll take another run at this tomorrow. Thanks.
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#16 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Ok, fixed that issue. Made a special that bootstraps the Improved Grab ability. Made it Unique, and bootstrapped it to the feat. That was a lot easier than I was originally making it out to be. Still trying to figure out how to accomplish Aaron's earlier suggestion:
Quote:
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#17 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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The value he's referring to is a field on the helper - you can have your feats add to that field.
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#18 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
Update: Ok, I'm on the right track now. I took a look at the hydra and used that as my template. Just need to do one more thing now. Here's what I did. In the feat, I used this eval script: Code:
hero.childfound[xIllGTent].field[Value].value += 1 With foreach loop: Code:
foreach pick in hero from BaseNatWep where "IsWeapon.wTentacle" var bonus as number bonus = hero.child[xIllGTent].field[Value].value perform eachpick.delete[Value.?] perform eachpick.assignstr["Value." & bonus] nexteach Code:
var bonus as number bonus = hero.child[xIllGTent].field[Value].value perform hero.childfound[wTentacle].delete[Value.?] perform hero.childfound[wTentacle].assignstr["Value." & bonus] However, this does not resolve the issue of the Tentacle attack appearing separately in the weapons tab each time you take the feat. If I set the special to "Unique" as I did with the one that bootstraps Improved Grab, it fixes the problem, but I get the following error: Quote:
Note: Looks like this error was encountered previously here. No solution was provided that doesn't bring us back to having the feat listed twice. Last edited by Sendric; February 29th, 2012 at 10:00 AM. |
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#19 |
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