Senior Member
Join Date: Jul 2012
Posts: 416
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editing
Last edited by Fuzzy; August 24th, 2014 at 11:36 AM. |
#1 |
Senior Member
Join Date: Jul 2012
Posts: 416
|
I was wanting to implement the magus' arcane pool weapon enhancement options into the game, to save from having to add multiple adjustments for each possible combination of powers being added to the weapon. I figured a configurable would be the smoothest way to add these, as it would be able to track bonus amount available, be able to have a restricted list of options, and contain entire descriptions of each power, etc.
I created the configurable, and bootstrapped it from a replacement for the cMagArPool. This gets the configurable to show up. I also scripted the method of choosing how many are available: Code:
var bonuscount as number bonuscount = (#featlevelcount[Magus] - 1) / 4 bonuscount = round(bonuscount,0,-1)+1 field[cfgMax1].value = bonuscount Code:
thingid.ipFUZBonus|thingid.iDancing|thingid.iFlaming|thingid.iFlamBurst|thingid.iFrost|thingid.iIcyBurst|thingid.iKeen|thingid.iShock|thingid.iShockBrst|thingid.iSpeed|thingid.iVorpal This displays the configurable choices perfectly. Items are shown in the list, complete with descriptions and everything. Items are only 'available' if there is enough points left. The problem comes when they are selected. Since there is no weapon for them to be added to, it throws a bunch of errors. Is there a way to create a new 'container' for these picks to be added to, and then I can script each of their effect to the weapon as part of an eval script on the cMagArPool thing? |
#2 |
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