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Kalladar
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Join Date: Aug 2013
Location: Lenexa, KS
Posts: 71

Old September 15th, 2015, 07:09 AM
I wanted to create an artifact similar to the dragon orbs, but have the AC bonus scale with the users level instead of adding the dragon's full natural ac. I was trying something like:

If (hero.herofield(tLevel) >= 20 then
(focus.field[tACNatural].value = 20)

Elseif (hero.herofield(tLevel) >= 15 then
(focus.field[tACNatural].value = 15)

Elseif (hero.herofield(tLevel) >= 10 then
(focus.field[tACNatural].value = 10)

Elseif (hero.herofield(tLevel) >= 5 then
(focus.field[tACNatural].value = 5)

This doesn't work as desired. What am I missing?

Any help would be great.

Thanks,

Kal
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AndrewD2
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Old September 15th, 2015, 08:39 AM
Phase/Priority?

Also this doesn't seem to be all the code, as you're setting focus somewhere and we can't see to what.
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Kalladar
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Join Date: Aug 2013
Location: Lenexa, KS
Posts: 71

Old September 15th, 2015, 10:28 AM
I still am trying to use some of the original code which is where the focus comes from. I probably am using it incorrectly. What if I changed it to this?

If (hero.herofield(tLevel) >= 20 then
(hero.herofield[tACNatural].value = 20)

Elseif (hero.herofield(tLevel) >= 15 then
(hero.herofield[tACNatural].value = 15)

Elseif (hero.herofield(tLevel) >= 10 then
(hero.herofield[tACNatural].value = 10)

Elseif (hero.herofield(tLevel) >= 5 then
(hero.herofield[tACNatural].value = 5)

I am going to try this, but what do you think? Will it work?
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Kalladar
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Join Date: Aug 2013
Location: Lenexa, KS
Posts: 71

Old September 15th, 2015, 10:30 AM
I get an error "Invalid use of a reserved work in script"
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Aaron
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Posts: 6,791

Old September 15th, 2015, 11:05 AM
The issue is that you are not closing your parenthesis in the "if/then" lines, and you are using herofield transitions incorrectly. Try:

PostLevel 10000
Code:
if (herofield[tLevel].value >= 20) then
  hero.childfound[ArmorClass].field[tACNatural].value = 20
elseif (herofield[tLevel].value >= 15) then
  hero.childfound[ArmorClass].field[tACNatural].value = 15
elseif (herofield[tLevel].value >= 10) then
  hero.childfound[ArmorClass].field[tACNatural].value = 10
elseif (herofield[tLevel].value >= 5) then
  hero.childfound[ArmorClass].field[tACNatural].value = 5
  endif
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ShadowChemosh
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Old September 15th, 2015, 11:45 AM
Quote:
Originally Posted by Aaron View Post
The issue is that you are not closing your parenthesis in the "if/then" lines, and you are using herofield transitions incorrectly. Try:

PostLevel 10000
Code:
if (herofield[tLevel].value >= 20) then
  hero.childfound[ArmorClass].field[tACNatural].value = 20
elseif (herofield[tLevel].value >= 15) then
  hero.childfound[ArmorClass].field[tACNatural].value = 15
elseif (herofield[tLevel].value >= 10) then
  hero.childfound[ArmorClass].field[tACNatural].value = 10
elseif (herofield[tLevel].value >= 5) then
  hero.childfound[ArmorClass].field[tACNatural].value = 5
  endif
@OP you may want to be doing a += not a =. The above script overrides the natrual armor of the creature and resets it to the above value.

So if a magic item was to give +1 bonus to Natural Armor at Pre-Levels/1000 your script comes in at Post-Levels/10000 an wipes out the +1 with the above value. Is that what you want to do?

If you want to stack with other bonuses to Natural Armor you need to "add" to the existing values instead:
Code:
if (herofield[tLevel].value >= 20) then
  hero.childfound[ArmorClass].field[tACNatural].value += 20
elseif (herofield[tLevel].value >= 15) then
  hero.childfound[ArmorClass].field[tACNatural].value += 15
elseif (herofield[tLevel].value >= 10) then
  hero.childfound[ArmorClass].field[tACNatural].value += 10
elseif (herofield[tLevel].value >= 5) then
  hero.childfound[ArmorClass].field[tACNatural].value += 5
  endif

Hero Lab Resources:
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Kalladar
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Location: Lenexa, KS
Posts: 71

Old September 15th, 2015, 02:08 PM
Thanks. I appreciate the assistance. I get a little lost sometimes when trying to figure out the field names.
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Aaron
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Old September 15th, 2015, 02:33 PM
I believe orbs of dragonkind are one of the few things which overrides rather than enhances natural armor.
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ShadowChemosh
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Old September 15th, 2015, 04:05 PM
Quote:
Originally Posted by Aaron View Post
I believe orbs of dragonkind are one of the few things which overrides rather than enhances natural armor.
Shrug "could" totally be. I just wanted to be clear in what the script was doing. If so "great" if not I sometimes like to be "verbose" and make sure.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
ShadowChemosh is offline   #9 Reply With Quote
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