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spannclann
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Join Date: Aug 2018
Location: Texas
Posts: 87

Old August 30th, 2018, 11:46 AM
I tried both final lines you suggested, but nothing changed.
spannclann is offline   #11 Reply With Quote
spannclann
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Join Date: Aug 2018
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Posts: 87

Old August 30th, 2018, 11:50 AM
I do appreciate your help by-the-way
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dungeonguru
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Posts: 608

Old August 30th, 2018, 02:33 PM
Quote:
Originally Posted by spannclann View Post
I do appreciate your help by-the-way
Yes, thanks Mergon, I was away most of today.

I see from your test case that you have a 10th level character and you want to add 2 levels and this is your if statement right?

Quote:
~ Checking for Grappler or Tavern Brawler feats
if (#hasability[fGrappler] <> 0) then
act_level += 1
elseif (#hasability[ft5CTaverB] <> 0) then
act_level += 1
endif

This won't work to add 2 levels as if you have grappler, it will add 1 and then drop out and never check for tavern brawler.

Here's how I figure it might work. You need to figure out the act_level First, then send it through your if statements that look at the act_level, not the original field level passed in:

Code:
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)

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

~ first we have to establish our benchmark, based on our level
~ all comparisons are made assuming that the wielder is medium, 
~ because
~ that is what wMain tags assume. Damage dice are then adjusted up 

~ or down
~ appropriately based on size.

~ There are two feats that can increase the level upward. 

var act_level as number

act_level = field[xAllLev].value

~ Checking for Grappler or Tavern Brawler feats
if (#hasability[fGrappler] <> 0) then
act_level += 1
endif

if (#hasability[ft5CTaverB] <> 0) then
act_level += 1
endif

if (act_level >= 23) then
~ Medium folks get 1d12 at this level. Avg = 6.5
field[wDieCount].value = 1
field[wDieSize].value = 12
field[abValue].value += 6.5
elseif (act_level >= 18) then
~ Medium folks get 1d10 at this level. Avg = 5.5
field[wDieCount].value = 1
field[wDieSize].value = 10
field[abValue].value += 5.5
elseif (act_level >= 12) then
~ Medium folks get 1d8 at this level. Avg = 4.5
field[wDieCount].value = 1
field[wDieSize].value = 8
field[abValue].value += 4.5
elseif (act_level >= 6) then
~ Medium folks get 1d6 at this level. Avg = 3.5
field[wDieCount].value = 1
field[wDieSize].value = 6
field[abValue].value += 3.5
elseif (act_level >= 3) then
~ Medium folks get 1d4 at this level. Avg = 2.5
field[wDieCount].value = 1
field[wDieSize].value = 4
field[abValue].value += 2.5
else
~ Medium folks get 1d1 at this level. Avg = 1
field[wDieCount].value = 1
field[wDieSize].value = 1
field[abValue].value += 1
endif

var v_text as string

call wMainText

field[abText].text = v_text
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spannclann
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Join Date: Aug 2018
Location: Texas
Posts: 87

Old August 30th, 2018, 04:39 PM
Thank you. I will try this out once I get home.
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spannclann
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Join Date: Aug 2018
Location: Texas
Posts: 87

Old August 31st, 2018, 05:43 AM
@dungeonguru

I had copied and pasted what you had suggested and it wasn't working. After looking over the script I changed one thing in two spots and it is now working.

I changed this
Code:
~ Checking for Grappler or Tavern Brawler feats
if (#hasability[fGrappler] <> 0) then
act_level += 1
endif

if (#hasability[ft5CTaverB] <> 0) then
act_level += 1
endif
To this
Code:
~ Checking for Grappler or Tavern Brawler feats
if (#hasability[fGrappler] = 0) then
act_level += 1
endif

if (#hasability[ft5CTaverB] = 0) then
act_level += 1
endif

Neither of those worked properly as they would +1 even when not present. However, using #hasfeat fixed the problem!

Thanks so much for all the help so far. I do have one more question. The Pugilist information states:

"Whenever you make an unarmed strike with nothing in either your main hand or off-hand, your unarmed strike’s damage die increases by one step (from 1d4 to 1d6, 1d6 to 1d8, and so on)."

Any ideas on how I do this?

Last edited by spannclann; August 31st, 2018 at 12:57 PM.
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spannclann
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Join Date: Aug 2018
Location: Texas
Posts: 87

Old August 31st, 2018, 07:02 AM
I tested this in the script and it worked, but I know the level progression may not make it accurate at the lower levels. Any thoughts?

Code:
if (tagis[IsWeapon.wUnarmed] = 0) then
act_level += 6
endif
Okay, I figured out the level progression, it works perfectly.
Code:
if (tagis[IsWeapon.wUnarmed] = 0) then
 if (act_level >= 18) then
 act_level += 6
 elseif (act_level >= 11) then
 act_level += 6
 elseif (act_level >= 6) then
 act_level += 6
 elseif (act_level >= 3) then
 act_level += 3
 else
 act_level += 2
 endif
endif

Last edited by spannclann; August 31st, 2018 at 10:19 AM. Reason: added information
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spannclann
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Join Date: Aug 2018
Location: Texas
Posts: 87

Old August 31st, 2018, 08:11 AM
Okay, just realized that using = 0 for the Grappler or Tavern Brawler feats check turns it on even if you do not have the feat, but <> 0 turns it off even if you have the feat.

using #hasfeat fixed the problem!

Last edited by spannclann; August 31st, 2018 at 12:58 PM.
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spannclann
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Join Date: Aug 2018
Location: Texas
Posts: 87

Old August 31st, 2018, 12:59 PM
the only other thing I need is to fix Fisticuffs. Its supposed to add 2 to unarmed damage.

I found something that worked. I used a variant of one i found on another page.

Code:
hero.child[wUnarmed].field[Bonus].value += 2

Last edited by spannclann; August 31st, 2018 at 06:30 PM. Reason: added code
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