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Maidhc O Casain
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Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858

Old September 27th, 2014, 05:19 PM
I'm in a game wherein the GM has made several of the feats scale with level. For example, in this game the Fleet feat is taken only once and grants an additional +5 for every two levels after it is taken.

I'm taking the 'easy' way and taking the feat at first level so I won't have to deal with figuring out how not to count levels before it was taken - though I would like to know if this is possible. AFAIK, HeroLab doesn't track the level at which feats are added to characters but I could be wrong.

SO, I thought I could add a little math to the eval script to add an additional +5 to speed for every two levels after the first but it's not really working right. First, I'm getting the following error:

Quote:
Attempt to access field 'tTotLevel' that does not exist for thing 'fPondFleet'
And second, the movement on my character (who is 3rd level) went from 35' (proper for the original version of the feat) to 32.5' when I applied the script. I'm fairly sure that's an error in my math, though it's possible that it's due to the 'does not exist' error.

Here's the script I've come up with so far, with the additions to the original Fleet script in bold:


Quote:
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ If we fail the test for being speedy, get out
if (hero.tagis[Encumbered.Light] = 0) then
perform assign[Helper.SpcDisable]
done
elseif (hero.tagis[Hero.MedArmor] + hero.tagis[Hero.HeavyArmor] <> 0) then
perform assign[Helper.SpcDisable]
done
endif

~ We passed, so add to our base speed.
hero.child[Speed].field[tSpeed].value += ((field[abValue].value * (field[tTotLevel].value + .99)) / 2)
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AndrewD2
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Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975

Old September 27th, 2014, 05:23 PM
if you have the field abValue already set to 5 by default (which I believe Fleet does) you just need to modify the field like this

field[abValue].value += round(#totallevelcount[]/2,0,-1) * 5 and then add that to your total

That will make it 5 + 5 for every 2 levels

Last edited by AndrewD2; September 27th, 2014 at 05:26 PM.
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Maidhc O Casain
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Location: Jonesboro, AR (USA)
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Old September 27th, 2014, 06:42 PM
Perfect - thanks, AndrewD2.
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willuwontu
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Join Date: Sep 2014
Posts: 105

Old September 28th, 2014, 06:57 AM
You could use an incrementer to keep track of which level it was added at, but you'd have to show it in activated abilities list (It wouldn't actually be affected by toggling it there unless you coded that in).

field[abValue].value += round((#totallevelcount[]-field[actUser].value)/2,0,-1) * 5

and voila.
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Maidhc O Casain
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Location: Jonesboro, AR (USA)
Posts: 858

Old September 28th, 2014, 05:34 PM
Also cool - thanks ww
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