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EmptyEternity
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Join Date: Jan 2012
Posts: 14

Old March 31st, 2012, 02:21 PM
On how I would eval script a rebuke undead class ability that scales off of character level rather than class level?
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Kendall-DM
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Old April 1st, 2012, 10:57 AM
Your character level is kept separate from your class level. There are a number of ways to do it, but the herofield[tLevel].value is your total character level. Your class level is kept on your class helper, so if you are talking Cleric, the class level is kept in hero.child[cHelpClr].field[cTotalLev].value (I think). You can find these fields by going to the Develop>Floating Info Windows>Show Selection Fields on both the Hero (totals) and the cHelpXXX appropriate helper file.

Since there is no real information on how you are trying to accomplish this, I'm making an assumption that you are using the xTurning special, and that it isn't calculating correctly. So you will need to access the hero.child[xTurning].field[Value].value and subtract the class levels, then add in the character levels. Time needs to be after Post-levels/20000.
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EmptyEternity
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Join Date: Jan 2012
Posts: 14

Old April 2nd, 2012, 03:40 AM
Hit another road block I keep getting an error for the script:


~ If we're not shown, just get out now
doneif (tagis[Helper.SpcDisable] <> 0)

~ This character can turn undead
var result as number
result = hero.assign[Hero.TurnUndead]

~ Add our character level to our turning level.hero.child[xTurning].field[Value].value = hero.child[xTurning].field[Value].value + field[cTotalLev].value

Ideas?

Last edited by EmptyEternity; April 2nd, 2012 at 04:33 AM.
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Sendric
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Join Date: Jul 2010
Posts: 3,147

Old April 2nd, 2012, 06:01 AM
Quote:
Originally Posted by EmptyEternity View Post
Hit another road block I keep getting an error for the script:


~ If we're not shown, just get out now
doneif (tagis[Helper.SpcDisable] <> 0)

~ This character can turn undead
var result as number
result = hero.assign[Hero.TurnUndead]
This is not an error, but you can replace the use of "result" with perform:

Code:
~ This character can turn undead
perform hero.assign[Hero.TurnUndead]
Quote:
Originally Posted by EmptyEternity View Post
~ Add our character level to our turning level.hero.child[xTurning].field[Value].value = hero.child[xTurning].field[Value].value + field[cTotalLev].value
When I copied this into my script, it didn't return correctly. Make sure you aren't commenting out part of the code. Should look like:

Code:
~ Add our character level to our turning level.
hero.child[xTurning].field[Value].value = hero.child[xTurning].field[Value].value + field[cTotalLev].value
When I did this, I was able to compile without errors.

Last edited by Sendric; April 2nd, 2012 at 06:06 AM.
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Kendall-DM
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Old April 2nd, 2012, 09:58 AM
Don't forget to bootstrap xTurning to this, otherwise it won't be able to find it and will return errors. When you get an error, it's always good practice to tell us exactly what error you get, verbatim. That way, we can help much better.
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