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mirtos
Senior Member
 
Join Date: Oct 2011
Posts: 865

Old 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
        hero.child[aDEX].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
          hero.child[aDEX].field[Penalty].value = hero.child[aDEX].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!
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