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quistar
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Location: Plantation, FL
Posts: 78

Old June 22nd, 2014, 10:53 AM
Quote:
Originally Posted by ShadowChemosh View Post
HL here is telling you the issue. X is a not defined variable so how can HL do anything with it when it does not understand A) its type and b) what value it holds.

Replace X in the script with a valid variable. I am pretty sure Aaron was using X as a place holder for you to type in your own "value" (ie 1,2,3).
::facepalm::

Yeah, shoulda thought of that. So I make it 1 for X since this is advancing the caster level 1 at a time.

Looks like that did the trick...no error messages. Now how do I get the same script to increase level for augmenting the familiar "level"? I know I have to use cArcFamil and CompLevel but the helpers for spell level probably won't help.

- Andrew <:-(}
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quistar
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Old June 30th, 2014, 07:23 AM
While I'm waiting on the familiar question...

I'm trying to modify Smite Evil into a similar Smite Enemy ability. The only difference is that the damage bonus is equal to the total character levels of the PC. This is the script with modification, but it didn't work. Is there another Thing I should be using for this other than #totallevelcount?

field[listname].text = "Smite Enemy 1/day"

~only run the rest for the first copy
doneif (tagis[Helper.FirstCopy] = 0)

~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)

field[trkMax].value += field[xCount].value

~ Generate our damage bonus
field[abValue].value += #totallevelcount

~ Generate our to-hit and AC bonuses
field[abValue2].value += maximum(hero.child[aINT].field[aModBonus].value,0)
field[abValue3].value += maximum(hero.child[aINT].field[aModBonus].value,0)

field[abSumm].text = signed(field[abValue2].value) & " to hit, " & signed(field[abValue].value) & " to damage, " & signed(field[abValue3].value) & " deflection bonus to AC when used."

if (field[abilActive].value + field[abilAct2].value <> 0) then
hero.child[Damage].field[Bonus].value += field[abValue].value
hero.child[Attack].field[Bonus].value += field[abValue2].value
#applybonus[tACDeflect, hero.child[ArmorClass], field[abValue3].value]

- Andrew <:-(}
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Mathias
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Old June 30th, 2014, 08:40 AM
Anytime you're using a macro, something starting with #, it will always end with [].

#totallevelcount[], not #totallevelcount.
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Aaron
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Old June 30th, 2014, 10:13 AM
Quote:
Originally Posted by quistar View Post
::facepalm::

Yeah, shoulda thought of that. So I make it 1 for X since this is advancing the caster level 1 at a time.

Looks like that did the trick...no error messages. Now how do I get the same script to increase level for augmenting the familiar "level"? I know I have to use cArcFamil and CompLevel but the helpers for spell level probably won't help.
Yes, usually I make it a little more clear, but this time I forgot to. Perhaps I should have said "WHATEVERVALUEYOUWANTTOADDHERE"
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quistar
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Old June 30th, 2014, 02:41 PM
Quote:
Originally Posted by Aaron View Post
Yes, usually I make it a little more clear, but this time I forgot to. Perhaps I should have said "WHATEVERVALUEYOUWANTTOADDHERE"
No complaints!

- Andrew <:-(}
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quistar
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Old June 30th, 2014, 02:56 PM
Quote:
Originally Posted by Mathias View Post
Anytime you're using a macro, something starting with #, it will always end with [].

#totallevelcount[], not #totallevelcount.
Thanks. I can't seem to find what to put in the brackets though. I tried

~ Generate our damage bonus
field[abValue].value += #totallevelcount[value]

but no luck. I'm not sure what should go in there. Ideas?

- Andrew <:-(}
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AndrewD2
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Old June 30th, 2014, 03:00 PM
just leave them empty #totallevelcount[]
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quistar
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Old June 30th, 2014, 03:02 PM
Quote:
Originally Posted by AndrewD2 View Post
just leave them empty #totallevelcount[]
Tried that but I get the following error:

Hero Lab was forced to stop compilation after the following errors were detected:

Syntax error in 'eval' script for Thing 'cRLSmiteEn' (Eval Script '#1') on line 24
-> One or more 'if' statements is missing the closing 'endif' statement
One or more timing errors were identified. Please review the timing report and correct the errors. You can access the report under the 'Develop' menu or by clicking this link.

- Andrew <:-(}
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Mathias
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Old June 30th, 2014, 03:02 PM
Nothing - just #totallevelcount[]

If you were looking up a specific class, that macro has a parameter to use (the class you're looking for):

#levelcount[Fighter]

But #totallevelcount[] doesn't have any parameters.

The #totallevelcount[] and #levelcount[class] macros are described in the editor's help section. From the Help menu in the editor, choose "Help on using the editor", then "Reference Information"
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Mathias
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Old June 30th, 2014, 03:03 PM
Quote:
Originally Posted by quistar View Post
Tried that but I get the following error:

Hero Lab was forced to stop compilation after the following errors were detected:

Syntax error in 'eval' script for Thing 'cRLSmiteEn' (Eval Script '#1') on line 24
-> One or more 'if' statements is missing the closing 'endif' statement
One or more timing errors were identified. Please review the timing report and correct the errors. You can access the report under the 'Develop' menu or by clicking this link.
This error message doesn't sound as though it's related to #totallevelcount[]

So, what's line 24?
Mathias is offline   #100 Reply With Quote
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