Lone Wolf Development Forums Eval Script for Charges based on Stat Modifier
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Senior Member

Join Date: Oct 2011
Posts: 865

July 7th, 2014, 03:55 PM
Im trying to create a "rage-like" ability that follows pathfinders basis of rounds/day vs the times/day, and base it on con modifier. thats the problem im having.

Code:
```~ Available when not lawful - otherwise we don't meet requirements
var result as number
if (hero.tagis[Alignment.Lawful] <> 0) then
result = assign[Helper.SpcDisable]
endif

~ If we're enraged, apply the stat modifiers for that
var level as number
level = field[xTotalLev].value

var attrbonus as number
var savebonus as number
if (level >= 20) then
attrbonus = 8
savebonus = 4
elseif (level >= 11) then
attrbonus = 6
savebonus = 3
else
attrbonus = 4
savebonus = 2
endif
if (field[hIsOn1].value <> 0) then
hero.child[aSTR].field[Bonus].value += attrbonus
hero.child[aCON].field[Bonus].value += attrbonus
#applybonus[BonMorale, hero.child[vWill], savebonus]
endif

~ Set up our text fields
field[CustDesc].text = "Focus your aggression, giving you +" & attrbonus & " Str, Dex +" & attrbonus & " Con, +" & savebonus & " to Will saves and -2 to Armor Class. Many skills and abilities cannot be used while the character is enraged.{br}{br}Rage lasts for 3 rounds + Con bonus."
if (level < 17) then
field[CustDesc].text = field[CustDesc].text & " At the end of the fury, the Viking becomes fatigued (-2 Str, -2 Dex, can't charge or run) for the rest of the encounter."
endif
field[xSumm].text = "+" & attrbonus & " Str, Dex, +" & attrbonus & " Con, +" & savebonus & " to Will saves, -2 to AC when enraged."

~ If we're exhausted, apply the stat modifiers for that (we don't get
~ exhausted after level 17)
if (level < 17) then
field[hName2].text = "Exhausted"
if (field[hIsOn2].value <> 0) then
hero.child[aSTR].field[Penalty].value = hero.child[aSTR].field[Penalty].value - 2
endif
endif

~ We can Fury based on our constitution + level rounds per day
~ times per day.
var total as number
total = 2 + (level * 2) + hero.child[aCON].field[Bonus].value

field[hTotal].value += total
field[livename].text = "Fury (" & total & "rounds/day)"```
The section thats not working right:
Code:
`      total = 2 + (level * 2) + hero.child[aCON].field[Bonus].value`
Its ignoring the con bonus. Also, id like it to to be based on "real con bonus" vs "temporary con bonus".

Thoughts and help would be useful.

Thanks!
#1