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AndrewD2
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Old April 19th, 2012, 08:44 PM
Alright, so I'm working on some feats that I can currently divide into 2 groups for this question.

Part 1 - The easy one

I'm working on a feat that gives extra bonuses based on what a flying creatures maneuverability is, but I can't figure out how to target maneuverability in the if statement.

Part II - the not so easy ones

I'm also inputting a set of 3 feats that do something different based on the domains you have. I had a couple different ideas, but I haven't tried either yet, because both will require a lot of typing.

Idea #1 - If elseif statements. Basically doing eval scripts for each one that will have a bunch of if/elseif statements to get all the info in. I'm sure this would work, but it just doesn't seem like the best way.

Idea #2 - Ability bootstrapping. This idea is to great an individual ability that matches for each domain and then bootstrap them to the feat with conditions that check for what domains they have. Personally I think this will likely be the easiest one, but I'm not sure it's feasible.

And finally a question about design philosophy. When creating a new race, if it has spell-like abilities similar to that of a gnome (where in the rules they're under the ability Gnome Magic) should you create the main ability and then bootstrap the SLAs to that and then bootstrap the main ability to the race, or do each one individually to the race?

Thanks,
Andrew
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AndrewD2
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Old April 21st, 2012, 06:18 AM
Ok, I figured out the maneuverability part, for anyone interested here's the code I used.

Code:
if (hero.child[xFly].tagis[Maneuver.Good] <> 0) then
   perform hero.child[xFly].assign[Maneuver.Perfect]
elseif (hero.child[xFly].tagis[Maneuver.Average] <> 0) then
   perform hero.child[xFly].assign[Maneuver.Good]
elseif (hero.child[xFly].tagis[Maneuver.Poor] <> 0) then
   perform hero.child[xFly].assign[Maneuver.Average]
elseif (hero.child[xFly].tagis[Maneuver.Clumsy] <> 0) then
   perform hero.child[xFly].assign[Maneuver.Poor]
endif
Still not sure on the rest.

Andrew
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Kendall-DM
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Old April 21st, 2012, 09:03 AM
Andrew, just a pointer. With what you have above, you will have both maneuverability classes assigned to a creature, when you obviously only want the better of the two. Delete the tag identified maneuverability class also. So the first if statement will have perform hero.child[xFly].delete[Maneuver.Good], and so forth for the other if statements.
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ShadowChemosh
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Old April 21st, 2012, 09:27 AM
Quote:
Originally Posted by Kendall-DM View Post
Andrew, just a pointer. With what you have above, you will have both maneuverability classes assigned to a creature, when you obviously only want the better of the two. Delete the tag identified maneuverability class also. So the first if statement will have perform hero.child[xFly].delete[Maneuver.Good], and so forth for the other if statements.
He doesn't really have to actually. The "xFly" thing is coded in a way so that it only takes the "Best" flight maneuverability.

So if one Thing assigns "Average" and different Thing assigns "Perfect" then xFly calculates the Fly Skill based on "Perfect" then.

Just an FYI...

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AndrewD2
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Old April 21st, 2012, 10:09 AM
If it'll be better, its not that big of a deal to add the delete statements in.
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Kendall-DM
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Old April 21st, 2012, 10:25 PM
Wasn't aware of that, go figure. I've been deleting them.
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AndrewD2
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Old April 27th, 2012, 10:54 AM
Anyone on Question 2 at the beginning? I'm still working on that one.
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Aaron
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Old April 27th, 2012, 11:30 AM
I'm sorry, what is question 2? Both of your proposed methods seem reasonable to me. Are you having trouble getting them to work? If so, please give some more details.

As for design philosophy, I think we generally bootstrap the racial SLAs directly to the race rather than through an intermediary.
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poizen37
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Old December 17th, 2012, 08:37 PM
AndewD2, I just wanted to point out I was working on the very same thing. I wracked my brain for a good long while. Finally I checked here to discover you'd solved that same question months ago.

Thank you!
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