Member
Join Date: May 2011
Posts: 53
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Is there any way to remove iterative attacks and remove and replace saving throws in the editor?
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#1 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Yes. You can apply the Helper.NatPrimary tag to a weapon to remove the iterative attacks. This may cause unintended interaction with some scripts found in the community set which may produce weird results.
Quote:
If you really want to make changes like this, you might be better off using the Authoring Kit. |
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#2 |
Member
Join Date: May 2011
Posts: 53
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Thank you for the response. I will play around with removing iterative attacks. For the second part of my question, how would i go about changing the Saving Throw bonus in the editor from the default progression?
I toyed with the idea of building a system from scratch but someone suggested if I was working on a 3.5 variant system I should try the editor. |
#3 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
First/10000 Code:
foreach pick in hero from BaseWep where "!Helper.Nat?" perform eachpick.assign[Helper.NatPrimary] nexteach Altering the saving throw progression is far more complicated, but you can apply bonuses to your saving throw to get the desired result. You'll need to set up a script to figure out how many class levels you have for each type of save progression. Something like this: Code:
var refgd as number var fortgd as number var willgd as number foreach pick in hero from BaseClHelp where "c?.Good" refgd += eachpick.field[tLevel].value fortgd += eachpick.field[tLevel].value willgd += eachpick.field[tLevel].value nexteach Code:
hero.child[vRef].field[Bonus].value hero.child[vFort].field[Bonus].value hero.child[vWill].field[Bonus].value Alternatively, you can do the math manually, and use the Saving Throw Adjustments to change your saves until they are correct. |
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#4 |
Member
Join Date: May 2011
Posts: 53
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I am running the script and it tests it and allows me to use the class the script is assigned to and then gives the following message.
Invalid tag expression specified for 'foreach' statement. var refbd as number var fortbd as number var willbd as number foreach pick in hero from BaseClHelp where "c?.Bad" refbd += eachpick.field[tLevel].value fortbd += eachpick.field[tLevel].value willbd += eachpick.field[tLevel].value nexteach hero.child[svRef].field[Bonus].value/=3 hero.child[svFort].field[Bonus].value/=3 hero.child[svWill].field[Bonus].value/=3 |
#5 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
I checked the foreach, and it looks like you can't use the ? in this case. Sorry about that. Easy enough fix though, just change it to: Code:
foreach pick in hero from BaseClHelp where "cFort.Poor | cWill.Poor | cRef.Poor" Also, you'll need to change tLevel to cTotalLev when setting the variables. |
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#6 |
Member
Join Date: May 2011
Posts: 53
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Hey Sendric, sorry I was working in 3.5 when I posted but I ended up deciding to convert my files through pathfinder instead. I ended up accomplishing what i wanted a different way by simply assigning a penalty to each save at 3rd level and every 3 levels thereafter.
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#7 |
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