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Mathias
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Old November 27th, 2020, 08:50 AM
4) This:
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

Will never change anything, because Helper.FtDisable will never exist outside of a feat, so this test will always find that it is not there, and therefore nothing will change because of that line. The next two sections are critical - that's where it actually adds the HP bonus to the character.
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Mathias
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Old November 27th, 2020, 08:51 AM
Unless you post your code, I can't help you figure out what's not working.
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Senko
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Old November 28th, 2020, 11:54 PM
Fair point. Here they are but I'm still working on them just very busy with things till next Monday.

I have in Eval scripts

1

field[livename].text = "Mighty"


(Working)

2


~ If we are using the wounds and vigor variant we need to adjust for that
if (hero.tagis[source.UCWound] <> 0) then
var hitpointstoadd as number
hitpointstoadd += herofield[tHitDice].value
else
~ our bonus is our hit dice or 3, whichever is higher
var hitpointstoadd as number
hitpointstoadd += (herofield[tHitDice].value, 50)
endif

(Template adds 10 hp per level minimum 50. I think my issue here is I don't have an amount of hp to add just that it needs to do so. I also suspect I need to change hero.tagis to something else just haven't had time look through the tutorials yet.)

3)


~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ If we are using the wounds and vigor variant we need to adjust for that
if (hero.tagis[source.UCWound] <> 0) then
~ add that bonus to our wounds total
container.child[Wounds].field[wndFeat].value += field[abValue].value
else
~ add that bonus to our hit points
container.child[Totals].field[tBonusHP].value += field[abValue].value
endif

(Going by the response to my question I can delete the first two lines. Again I probably need to change source.ucwoun to something else. Though I can probably delete all these as the wounds variant isn't being used).

I also need to figure out how to add some other things.

The templates from the genius guide to simple monster templates.

Mighty
+10 bonus hit points per Hit Die (minimum +50) (Currently working on this)
+5 dodge bonus to AC
+5 bonus to initiative, all saving throws, damage, ability checks, and skill checks.
It also gains a +30-foot bonus to its speed (to a maximum of double),
+10 to all attack rolls and CMB
+15 to CMD.
The saving throw DC for any ability or spell of a mighty creature is increased by 7.
It gains DR 1/ for every three full Hit Dice it possesses. This overlaps (does not stack with) any other DR the base creature might have.
Immunities: A mighty creature is immune to mind-affecting abilities, sleep, and paralysis.
SR is equal to the base creatures CR +12.

CR +5

Very powerful but useful for creating a challenging variant of a weak monster to challenge higher level players.
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Mathias
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Old November 29th, 2020, 09:25 AM
Unlike a field that stores a value (the field[abValue].value part), a variable can't persist from script to script, so you can't have script #2 calculate the right value for the variable, and then script #3 try to make use of it (oh, and script #3 isn't currently trying to make use of it - it's still referencing field[abValue].value, where it should be using hitpointstoadd.


You'll have to put both of those pieces of code into the same script for this to work in a template, where you don't have access to the value fields like abValue.
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Senko
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Old November 29th, 2020, 11:20 AM
Ah thanks.
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