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Illyahr
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Old September 7th, 2016, 05:19 PM
As title. When a hengeyokai transforms into animal form, it changes the physical attributes of the character to those attributes.

field[aNormMod].value adds the number instead of changing to
field[aNormal].value does nothing
field[aNormForce].value changes the attribute but doesn't change back after

For reference, the line I'm working with is as follows:

elseif (field[hIsOn2].value = 1) then
hero.child[xBurrow].field[Value].value = 10
herofield[tSize].value = -2
hero.child[aSTR].field[].value = 8
hero.child[aDEX].field[].value = 17
hero.child[aCON].field[].value = 15
endif
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Sendric
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Old September 8th, 2016, 04:51 AM
Set the aFinalVal field instead. Do this no earlier than Post-Attributes/101.

Last edited by Sendric; September 8th, 2016 at 04:55 AM.
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Illyahr
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Old September 8th, 2016, 10:40 AM
Got it. Had to separate the whole thing into three different eval scripts.

Hybrid form gives a boost to one stat (pre-attributes), animal form sets attributes to a certain level (post-attributes) and badger hengeyokai have a burrow speed in either form (first phase).

Thanks
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Sendric
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Old September 8th, 2016, 10:46 AM
Quote:
Originally Posted by Illyahr View Post
Got it. Had to separate the whole thing into three different eval scripts.

Hybrid form gives a boost to one stat (pre-attributes), animal form sets attributes to a certain level (post-attributes) and badger hengeyokai have a burrow speed in either form (first phase).

Thanks
You could probably just do the burrow speed as part of the bootstrapping process using a conditional since you can set values and assign tags when bootstrapping something.
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Illyahr
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Old September 15th, 2016, 04:27 PM
Quote:
Originally Posted by Sendric View Post
You could probably just do the burrow speed as part of the bootstrapping process using a conditional since you can set values and assign tags when bootstrapping something.
Burrow will bootstrap just fine. The problem was that it doesn't show up without a speed (only if hIsOn1 or hIsOn2 is on) and doesn't register the new speed in any other phase but First.

I got it working. Working on the other forms now. They system does not like bootstrap trees
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Illyahr
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Old September 18th, 2016, 03:11 PM
New issue: changing the FinalVal sets the attributes but doesn't change the modifiers. For example, changing the FinalVal from 14 to 18 still leaves me with a modifier of +2 instead of +4. Do I have to set up a separate line for that?
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Sendric
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Old September 19th, 2016, 05:02 AM
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Originally Posted by Illyahr View Post
New issue: changing the FinalVal sets the attributes but doesn't change the modifiers. For example, changing the FinalVal from 14 to 18 still leaves me with a modifier of +2 instead of +4. Do I have to set up a separate line for that?
Hmm...you really shouldn't have to do that. Seems odd. Have you taken a look at the adjustments that modify the ability score? You might want to see how those scripts work.
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Illyahr
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Old September 19th, 2016, 09:40 AM
Quote:
Originally Posted by Sendric View Post
Hmm...you really shouldn't have to do that. Seems odd. Have you taken a look at the adjustments that modify the ability score? You might want to see how those scripts work.
That's exactly it though, they modify the score, they don't set it to something, so it's all done in 'pre-attribute' phase. Setting FinalVal only works in the 'post attribute' phase.
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Sendric
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Old September 19th, 2016, 11:24 AM
Hmm...I was going to suggest you look at how lycanthropes are handled, but it appears they just apply tags. Unless the bonuses this race is granting are the same as a lycanthrope, you need a different solution.

In that case, it would seems as though you need to change both the aFinalVal and aModbonus as the scripts in the Custom - Wild Shape Adjustments do.
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