Junior Member
Join Date: Dec 2007
Posts: 22
|
As to the Deverenian Skill Points thing ... I don't think that script will work, as it's every other total level, not every other class level. For instance: Ftr 1 Wiz 1 should only have 1 added, but as I understand the script (which I may not understand, of course), that would add it twice. On the other hand, I can't really tell if you're looking up where the class happens on the levels, or the level of the class ...
The Nothrog thing will probably work (I have to check it out, though). Laz Beware the JabberOrk |
#21 |
Junior Member
Join Date: Dec 2007
Posts: 22
|
Having just tried the Deverenian with your script as is, I have to apologize ... obviously I just didn't know what was going on. It works like that. ... is it using anything I may have to update on dataset updates?
Laz Beware the JabberOrk |
#22 |
Junior Member
Join Date: Dec 2007
Posts: 22
|
Hit something, though. I realize this is pretty, um, unique, but apparently the Hit Dice display in the class total doesn't particularly read the field[cHitDice] ... either that, or it picks it up at a different Phase than I had it.
Actually, it would be nice to be able to have class descriptions be script editable so that I can use the Nothrog trick to add in brief class ability descriptions based on race to the class description in the class picker dialog. Laz Beware the JabberOrk |
#23 |
Junior Member
Join Date: Dec 2007
Posts: 22
|
oh, this reminds me of two UI changes I would like: 1) I want scrollbars in the script edit box, when necessary. It's not always obvious when there's more. 2) I would like the "File->Save" toolbar option to disable when no changes have been made since last save.
Laz Beware the JabberOrk |
#24 |
Junior Member
Join Date: Dec 2007
Posts: 22
|
I have another question: is there an easy way to have a checkbox, for instance, for "Using Disguise to pass off as a member of a parent race" to get a +4 bonus to Disguise applied while it's on, and not while it's off? Specifically, this is because there's a bunch of conditional bonuses like that, which I don't want the player to easily forget.
(of course, I'll have to go back and add in all that code to all those abilities once I have it, but that's a *shrug* moment ) Laz Beware the JabberOrk |
#25 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
|
lazarus wrote:
> > > The way Halfbreeds work is this: basically, you choose your two parent > races, and you get a specific ratial ability for each (that is, there is > an Elf Halfbreed ability and a Dwarf Halfbreed ability, and your > Elf/Dwarf would have those, and none of the others) Hmm. The easiest way to do this is going to be adding a single "Halfbreed" race, that does nothing. Then add templates for each of the half-breeds - an Elf Halfbreed template, a Dwarf Halfbreed template, etc, each with 0 level adjustment. That way you can select the Halfbreed race, select any two templates you want, and you're up and running. -- Colen McAlister, colen@wolflair.com Chief Engineer, Lone Wolf Development |
#26 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
|
lazarus wrote:
> > > Having just tried the Deverenian with your script as is, I have to > apologize ... obviously I just didn't know what was going on. It works > like that. Sorry, I was unclear. I'll go over the different bits in more detail. ~ Iterate through all class levels foreach pick in hero where "component.BaseClass" This iterates through all the class levels in the hero. For example, if you have 2 levels of fighter and 3 levels of Rogue, the following will run 5 times. ~ Get the index of this level within the list of class levels. index = each.field[cIndex].value So your first class level would be index 1, your second would be index 2, etc. ~ If the index is odd, we want to add 2 skill points. ~ Otherwise, 0. if (index % 2 = 1) then points = 2 else points = 0 endif Nothing hard here - just working out whether this level gets 0 skill points or 2 skill points. ~ Get the index of this class's skill point totals ~ in the list of classes. classindex = each.linkage[helper].field[cClsIndex].value Each class has an index. For example, if we're a fighter 2 / rogue 3, fighter might be our first class, and rogue might be our second class. This is done so that we can keep track of how many skill points each class is allowed. ~ Add the skill points to the class total. hero.child[Totals].field[tSkTotals].arrayvalue[classindex] += points Now we know the index of the class, add the right number of skill points. nexteach We're done - go on to the next pick. > is it using anything I may have to update on dataset updates? I'm not sure what you mean by this? Hope this helps, -- Colen McAlister, colen@wolflair.com Chief Engineer, Lone Wolf Development |
#27 |
Junior Member
Join Date: Dec 2007
Posts: 22
|
What I meant by "dataset updates" stuff is ... is it using structure that is likely to change, or is that stable structure?
Laz Beware the JabberOrk |
#28 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
|
lazarus wrote:
> > > Hit something, though. I realize this is pretty, um, unique, but > apparently the Hit Dice display in the class total doesn't particularly > read the field[cHitDice] ... either that, or it picks it up at a > different Phase than I had it. What phase and priority did you use? Try First/10000, I think that worked for me. > Actually, it would be nice to be able to have class descriptions be > script editable so that I can use the Nothrog trick to add in brief > class ability descriptions based on race to the class description in the > class picker dialog. This is probably what you should use the "replace" stuff for - just replace the standard class pick with a new one, and you can edit the descriptions as you like. Will that work? -- Colen McAlister, colen@wolflair.com Chief Engineer, Lone Wolf Development |
#29 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
|
lazarus wrote:
> > > oh, this reminds me of two UI changes I would like: 1) I want scrollbars > in the script edit box, when necessary. It's not always obvious when > there's more. Yeah, this is something we've wanted for a couple of months, but hasn't made it to the top of the pile yet. > 2) I would like the "File->Save" toolbar option to disable > when no changes have been made since last save. I've added this to the list. -- Colen McAlister, colen@wolflair.com Chief Engineer, Lone Wolf Development |
#30 |
|
|