Junior Member
Join Date: Dec 2012
Posts: 5
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So far I've managed to successfully create a hybrid yuan-ti and panetouched, aasimar templates that are fully functional. I've also created the dragoon class from DnD wiki homebrew top down, it works. I seem to get stuck here in magical items land because I copied boots of speed renamed them to mithril plated greaves of speed and attempted to attach the eval script from braces of armor +1. Saves and tests okay but the AC bonus does not reflect when equipped onto the character. I've been combing the forums for some insight but being brand new to the forums this is my "Hi all" statement and either I've got a serious brain fart occurring or I have a real problem. Any insight would be greatly appreciated.
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#1 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Can you post the script and the timing you are using to increase the armor?
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#2 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Bracers of Armor apply an Armor bonus to AC, I suspect your character may already be equipping armor, in which case the bonus from the greaves and your normal armor wouldn't stack.
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#3 |
Junior Member
Join Date: Dec 2012
Posts: 5
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Okay,
I see your point Aaron. Sendric just for the fyi here's the code and settings on the bracers (note this was all downloaded as a megapak user library from cheeseweasel, probably the same paks as one might download from any other site.) Phase: prelevels Priority: 1000 Index: 1 if (field[gIsEquip].value <> 0) then #enhancementbonus[hero.child[cDwDAC1], 1] endif Now back to you Aaron. So now then my question becomes what am I missing to get it to stack? Or am I just addressing the wrong codelines entirely? |
#4 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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#enhancementbonus is a macro function that only takes the best of an AC value. Instead, you want to add it directly (and therefore, you don't take the best AC value, but just add it in).
Phase: prelevels Priority: 1000 Index: 1 if (field[gIsEquip].value <> 0) then hero.child[cDwDAC1].field[BonEnhance].value += 1 endif |
#5 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
Code:
if (field[gIsEquip].value <> 0) then hero.child[ArmorClass].field[tACDodge].value += 1 endif |
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#6 |
Junior Member
Join Date: Dec 2012
Posts: 5
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Thanks a bunch , now it's working like a champ. I also see why it would configure better as a dodge bonus AC boost. Now if I could get the item tag for psionic powers so I can adjust the total number of powers known...
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#7 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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#8 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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In fairness, I stumbled upon this completely by accident while messing around with the code. I didn't know what it was either, but when I did find out, putting the code together became much easier.
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#9 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
Adjusting total powers known can be a bit tricky. First thing you need to do is figure out where the number is held. As an example, I created a portfolio, and added one level of Ardent. Then I went to the Develop menu, chose 'Floating Info Windows' and 'Show Selection Fields'. From the menu I chose 'Ardent (cHelpArd)'. If you scroll down this list, you will come upon an array field called 'cPsiPowTot'. This array contains the info for how many powers the Ardent knows at each level. Let's say we want to adjust 5th level powers known up by 3. The code would look something like this: Code:
Final Phase 10000 hero.child[cHelpArd].field[cPsiPowTot].arrayvalue[4] += 3 Anyway, that's an example of how to adjust powers known. I'll let you take it from here. Disclaimer: I haven't tested this, but it is based off code that works for the Duskblade. Last edited by Sendric; January 8th, 2013 at 06:01 AM. |
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#10 |
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