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Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,314
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Quote:
Code:
<thing id="talMocTrad" name="Traditional" description="You are well versed in Moclan traditions as the expected procedure for performing Tasks. You gain "Moclan Traditions" as bonus Focus. When you attempt a Task where that focus is applicable, you can use your Conn Discipline to determine if a roll scores two successes rather than the Discipline used to set the Target Number of the Task." compset="Talent" summary="Bonus Focus; If applicable, Conn determines if two successes on a roll."> <usesource source="ENT"/> <usesource source="TOS"/> <usesource source="TNG"/> <tag group="TalentCat" tag="Racial"/> <bootstrap thing="foCustom"> <assignval field="domDomain" value="Moclan Traditions"/> </bootstrap> <eval phase="PreAbility" priority="1000"> #resmax[resFocus] += 1</eval> <exprreq message="Moclan required"><![CDATA[#isspecies[spcHuman] <> 0]]></exprreq> </thing> ![]() The #resmax line is the one that adds the additional Focus slot. The bootstrap is as if you went and clicked the add focus on the tab and selected Custom Focus then entered Moclan Traditions in the domain entry. Does that help? Working on - |
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Member
Join Date: Jun 2011
Posts: 84
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Lots!
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Member
Join Date: Jun 2011
Posts: 84
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So, with the Polyalloy Construction Talent, did you make it show just the basic Resistance 1, or did you find a way to show the Resistance 3 to non-lethal attacks as well? I would very much like to see how that's done (if it can be).
In the meantime, I'm trying to dope out how to increase Unarmed Strike damage and change Non-Lethal to Deadly for another Orville race, the Xelayans. Fun stuff. |
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Member
Join Date: Jun 2011
Posts: 84
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Man. The docs for the authoring kit suck.
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Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,314
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Quote:
Both Non-lethal and Deadly are part of the GearQual tag group. You could do: Code:
perform hero.childfound[wpUnarmed].delete[GearQual.NonLethal] perform hero.childfound[wpUnarmed].assign[GearQual.Deadly] hero.childfound[wpUnarmed].field[wpDamage].value += x would be the way to increase the damage. Working on - |
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Member
Join Date: Jun 2011
Posts: 84
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Okay, the last example you gave me threw a syntax error when I tried to test it. "Attempt to access text-based field 'wpDamage' as value."
Code:
perform hero.childfound[wpUnarmed].assign[GearQual.Deadly] perform hero.childfound[wpUnarmed].delete[GearQual.NonLethal] perform hero.childfound[wpUnarmed].field[wpDamage].value += 2 |
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Member
Join Date: Jun 2011
Posts: 84
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Remarked that line out and it worked fine for changing the quality, so I now have that under my belt. Poke around a bit, see if I can find some similar talent to see where I'm going wrong with the code increasing the damage.
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Senior Member
Volunteer Data File Contributor
Join Date: Nov 2009
Posts: 1,501
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Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,314
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It’s nothing you’re doing.
![]() That would work fine if I had had the wpDamage field set to be numeric instead of alphanumeric. As it is, it has to be accessed as field[wpDamage].text instead and you can’t directly do math with it. Easiest way around would be to declare a variable, set that variable to the current integer(field[wpDamage].text) and then add to that variable. At the end you would set the damage field text equal to the variable. That make sense? Or, I can change it to a numeric field. ![]() Working on - |
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Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,314
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It really is. I’m amazed I’ve been able to do what I have with it. I just wish it was more up to date. There are some small things here and there that have been improved and don’t match the wiki but are listed in bits and pieces on the forums....
Working on - |
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