Senior Member
Join Date: Feb 2013
Posts: 357
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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 |
#1 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Set the aFinalVal field instead. Do this no earlier than Post-Attributes/101.
Last edited by Sendric; September 8th, 2016 at 03:55 AM. |
#2 |
Senior Member
Join Date: Feb 2013
Posts: 357
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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 |
#3 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
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#4 |
Senior Member
Join Date: Feb 2013
Posts: 357
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Quote:
I got it working. Working on the other forms now. They system does not like bootstrap trees |
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#5 |
Senior Member
Join Date: Feb 2013
Posts: 357
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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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#6 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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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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#7 |
Senior Member
Join Date: Feb 2013
Posts: 357
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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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#8 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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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. |
#9 |
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