Junior Member
Join Date: Apr 2011
Location: Brisbane, Australia
Posts: 9
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I am attempting to create a Will-o'wisp PC race, and i have made some headway. I am trying to scale the shock natural attack by level and have gotten to the following code:
Code:
var level as number level = herofield[tLevel].value var result as number result = hero.child[wUnarmed].delete[wMain.?] var dice as string if (level < 3) then result = hero.child[wUnarmed].assign[wMain.1d6_5] dice = "1d6" elseif (level < 5) then result = hero.child[wUnarmed].assign[wMain.1d8_6] dice = "1d8" elseif (level < 7) then result = hero.child[wUnarmed].assign[wMain.1d10_304] dice = "1d10" elseif (level < 9) then result = hero.child[wUnarmed].assign[wMain.2d6_104] dice = "2d6" else result = hero.child[wUnarmed].assign[wMain.2d8_204] dice = "2d8" endif hero.child[wUnarmed].field[livename].text = "Shock " & dice Can anyone see anything wrong with this code? Also, how do you remove the Strength bonus/penalty? Thanks in advance |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Is this d20 or Pathfinder, or something else - the answer may differ.
As a general rule, the First phase is too early for anything that doesn't specifically need to happen that early, and it's definately too early to look up the level of the character - that needs to happen in the post-level phase or later. I don't recognize herofield[tLevel].value - I don't think that exists in d20 or Pathfinder. |
#2 |
Junior Member
Join Date: Apr 2011
Location: Brisbane, Australia
Posts: 9
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This is for Pathfinder. I have gotten the main part to work, changed the phase to Post-Levels, Priority 5000.
The issue I have now is that the damage is being adjusted by Strength bonus/penalty. How can I get it to ignore Strength bonus/penalty or add it back as an adjustment? Code:
var level as number level = herofield[tLevel].value var result as number result = hero.child[wUnarmed].delete[wMain.?] var dice as string if (level < 3) then result = hero.child[wUnarmed].assign[wMain.1d6_5] perform hero.child[wUnarmed].assign[Helper.DamageUp] dice = "1d6" elseif (level < 5) then result = hero.child[wUnarmed].assign[wMain.1d8_6] perform hero.child[wUnarmed].assign[Helper.DamageUp] dice = "1d8" elseif (level < 7) then result = hero.child[wUnarmed].assign[wMain.1d10_304] perform hero.child[wUnarmed].assign[Helper.DamageUp] dice = "1d10" elseif (level < 9) then result = hero.child[wUnarmed].assign[wMain.2d6_104] perform hero.child[wUnarmed].assign[Helper.DamageUp] dice = "2d6" else result = hero.child[wUnarmed].assign[wMain.2d8_204] perform hero.child[wUnarmed].assign[Helper.DamageUp] dice = "2d8" endif hero.child[wUnarmed].field[livename].text = "Shock " & dice |
#3 |
Senior Member
Join Date: May 2010
Location: Maryland
Posts: 167
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I think you'd add these tags:
hero.child[wUnarmed].assign[wMaxStrBon.0] hero.child[wUnarmed].assign[wMaxStrPen.0] You might have to delete them first -- hero.child[wUnarmed].delete[wMaxStrBon.?], hero.child[wUnarmed].delete[wMaxStrPen.?] I also see a tagreplace method, which might let you do the delete/assign in one go. Something like perform tagreplace[wMaxStrBon.?,wMaxStrBon.0]. No idea if the wildcard is going to work in that context. Additionally, I'm not certain that assigning the Helper.DamageUp tag in the PostLevels phase actually does anything. In my testing of that tag, it only seemed to take effect if it was assigned in the Pre-Levels or earlier phases. You could probably delete those statements, with no noticeable effect. Last edited by Adam.Ormond; May 7th, 2011 at 08:18 AM. |
#4 |
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