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Mathias
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Posts: 13,213

Old December 20th, 2011, 07:23 PM
Code:
 
var expr as string
expr = "wFtrGroup.? & CustTaken.cHelpBrd & Helper.Tertiary"  & linkage[varies].idstring
debug expr
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Pezmerga
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Location: Cincinnati, OH
Posts: 328

Old December 20th, 2011, 07:41 PM
********** Start Evaluation Cycle **********

wFtrGroup.? & CustTaken.cHelpBrd & Helper.TertiarycHelpBrd
is all I get.



If I remove linkage[varies].idstring and use
expr = "wFtrGroup.? & CustTaken.cHelpBrd & Helper.Tertiary"

it increases the first weapon group chosen by 1. Which puts it 2 higher than it should be. (Making it +3 at level 6 and +2 at level 5 etc.... It is even + 1 at level 4 or lower at this point, which would be right if it were selectable at those levels.)

If I have debug on and I use
expr = "wFtrGroup.? & CustTaken.cHelpBrd & Helper.TertiarycHelpBrd"

or

expr = "wFtrGroup.? & CustTaken.cHelpBrd & Helper.Tertiary" & linkage[varies].idstring

then,

it appear it doesn't like
doneif (hero.haschild[BaseCustSp,expr] = 0)

it says invalid tag expression specified for 'haschild' after it compiles. If I turn off debug nothing happens and it compiles without the message.
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Mathias
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Old December 20th, 2011, 08:23 PM
Code:
eachpick.field[abValue].value += bonus + 1 - eachpick.field[xIndex].value
Let's take a 10th level character - they'll have 2 weapon training abilities.

bonus = 2 in this case.

So, it comes to ability #1:

+= 2 + 1 - 1 = +2

and then ability #2:

+= 2 + 1 - 2 = +1

I'd put in more debug expressions - see if you can track the changing values.

For example:

Code:
 
debug eachpick.field[name].value & " is ability #" & eachpick.field[xIndex].value & ", and is at " & eachpick.field[abValue].value
(put that immediately after the eachpick.field[abValue].value line)

Last edited by Mathias; December 20th, 2011 at 08:35 PM.
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Mathias
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Old December 20th, 2011, 08:29 PM
Quote:
Originally Posted by Pezmerga View Post
it says invalid tag expression specified for 'haschild' after it compiles. If I turn off debug nothing happens and it compiles without the message.
Like I said, I was surprised that it wasn't reporting error messages, because it didn't look like expr was going to be a valid string.

Leave out the linkage[varies].idstring.
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Pezmerga
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Location: Cincinnati, OH
Posts: 328

Old December 21st, 2011, 02:27 PM
Quote:
Originally Posted by Mathias View Post
Code:
eachpick.field[abValue].value += bonus + 1 - eachpick.field[xIndex].value
Let's take a 10th level character - they'll have 2 weapon training abilities.

bonus = 2 in this case.

So, it comes to ability #1:

+= 2 + 1 - 1 = +2

and then ability #2:

+= 2 + 1 - 2 = +1

I'd put in more debug expressions - see if you can track the changing values.

For example:

Code:
 
debug eachpick.field[name].value & " is ability #" & eachpick.field[xIndex].value & ", and is at " & eachpick.field[abValue].value
(put that immediately after the eachpick.field[abValue].value line)
Code:
~set the bonus for this ability
        eachpick.field[abValue].value += bonus + 1 - eachpick.field[xIndex].value
debug eachpick.field[name].text & " is ability #" & eachpick.field[xIndex].value & ", and is at " & eachpick.field[abValue].value
        tagbonus = eachpick.field[abValue].value
If I debug that at level 6 with two weapon Training abilities, (Even though I should have 1) it shows up as Close being +3
and Heavy blades being +1 on the character but the debug shows the values correctly. Something is causing it to display improperly. Also it adds the bonus improperly to the weapons.

Edit: Actually it is saying +3 on the class tab for weapon training but actually adding 4 to hit and damge on the weapons tab....



********** Start Evaluation Cycle **********

wFtrGroup.? & CustTaken.cHelpBrd & Helper.Tertiary
Weapon Training: Blades, Heavy is ability #2, and is at 0
Weapon Training: Close is ability #1, and is at 1

Last edited by Pezmerga; December 21st, 2011 at 02:30 PM.
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Pezmerga
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Old December 21st, 2011, 02:48 PM
if (eachpick.field[abValue].value >= 1) then
var i as number
var wepexpr as string
var bonustag as string
wepexpr = eachpick.tagids[wFtrGroup.?," | "]
bonustag = eachpick.tagids[TrainBonus.?, ""]
foreach pick in hero from BaseWep where wepexpr
for i = 1 to tagbonus
perform eachpick.assignstr[bonustag]
next
nexteach
endif


********** Start Evaluation Cycle **********

wFtrGroup.? & CustTaken.cHelpBrd & Helper.Tertiary
Weapon Training: Pole Arms is ability #1, and is at 1
wepexpr is wFtrGroup.PoleArms
bonus tag is TrainBonus.cFtrWPoleA
i = 1 to tagbonus is 1
perform eachpick.assignstr[bonustag] is 0
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Mathias
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Old December 21st, 2011, 02:54 PM
Sorry, I don't see how post #26 fits into things. Could you tell me what context that's in? What its purpose is?
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Mathias
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Old December 21st, 2011, 02:56 PM
Look around everything you've created that's on your test character. I think you have another script somewhere that's also adding to the abValue fields, and the combination of the two is making it hard to track down the problem here.
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Pezmerga
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Join Date: Oct 2010
Location: Cincinnati, OH
Posts: 328

Old December 21st, 2011, 03:01 PM
Quote:
Originally Posted by Mathias View Post
Sorry, I don't see how post #26 fits into things. Could you tell me what context that's in? What its purpose is?
I was just checking to see if anything changed. It appears to all work correctly, but something is causing it to change.

Quote:
Originally Posted by Mathias View Post
Look around everything you've created that's on your test character. I think you have another script somewhere that's also adding to
the abValue fields, and the combination of the two is making it hard to track down the problem here.
The only other script in the archetype is

Code:
Final Phase 999999
~our tertiary abilities table uses the fighter's primary abilities

linkage[varies].field[cCstS3Expr].text = "(SpecSource.cHelpFtr & !Helper.Secondary & !Helper.Tertiary & !Helper.Quaternary) & (thingid.cFtrWAxes | thingid.cFtrWLgtBl | thingid.cFtrWHvyBl | thingid.cFtrWBows | thingid.cFtrWClose | thingid.cFtrWCrsb | thingid.cFtrWDbl | thingid.cFtrWFirea | thingid.cFtrWFlail | thingid.cFtrWHamm |thingid.cFtrWMonk | thingid.cFtrWNatur | thingid.cFtrWPoleA | thingid.cFtrWSiege | thingid.cFtrWSpear | thingid.cFtrWThrow)"
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Mathias
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Old December 21st, 2011, 03:10 PM
Try right-clicking on the weapon training abilities you've added. Choose "Show Debug fields for XXXXX", and find the abValue field on that list. Do they agree with what the debug statements were reporting?

Also try "Show Debug Tags for XXXXX" on one of your weapons - are the number of TrainBonus tags there what they should be?
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