Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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Here goes,
In the complete warrior the feat "Dash" adds +5feet of movement when wearing light or no armour and carrying a light load. I've tried to cobble some eval scripts together to add this +5 movement bonus by checking for encumbrance and medium / heavy armour but I can't seem to get them to work correctly and show up on the character sheet at all. Help Any ideas!! Heres my scripts! they are seperate at the moment as I couldn't figure out how to get the editor to stop throwing an "else without if statement error" Script #1 ~If we're only wearing Light or No armor and not carrying anything heavier than a light load we're 5 feet quicker. var result as number if (hero.tagis[Hero.HeavyArmor] > 0) then result = hero.child[Speed].field[tSpeedMod].value+0 done endif Script #2 var result as number if (hero.tagis[Hero.MedArmor] > 0) then result = hero.child[Speed].field[tSpeedMod].value+0 done endif Script #3 var result as number if (hero.tagis[Hero.LightArmor] >= 0) then result = hero.child[Speed].field[tSpeedMod].value+5 done endif Script #4 var result as number if (hero.child[Totals].field[tEncumLev].value >= 2) then result = hero.child[Speed].field[tSpeedMod].value+0 done endif |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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hero.child[Speed].field[tSpeedMod].value += 5
rather than result = hero.child[Speed].field[tSpeedMod].value+0 Here's the script from the Barbarian's fast movement (which runs at Final,100): Code:
var result as number ~ If we fail the test for being speedy, get out if (hero.tagis[Encumbered.Light] + hero.tagis[Encumbered.Medium] = 0) then result = assign[Helper.SpcDisable] done elseif (hero.tagis[Hero.HeavyArmor] <> 0) then result = assign[Helper.SpcDisable] done endif ~ We passed, so add to our base speed. hero.child[Speed].field[tSpeed].value = hero.child[Speed].field[tSpeed].value + 10 Code:
~ If we fail the test for being speedy, get out if (hero.tagis[Encumbered.Light] + hero.tagis[Encumbered.Medium] = 0) then perform assign[Helper.SpcDisable] done elseif (hero.tagis[Hero.HeavyArmor] <> 0) then perform assign[Helper.SpcDisable] done endif ~ We passed, so add to our base speed. hero.child[Speed].field[tSpeed].value += 10 |
#2 |
Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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Thanks Mgehl, it never occured to me to analyse the barbarians fast movement scripts. Doh!
Heres the modified Speed Bonus script that works perfectly! Code:
~If we're only wearing Light or No armor nor are we carrying above a light load we're 5 feet quicker. if (hero.tagis[Encumbered.Medium] + hero.tagis[Encumbered.Heavy] <> 0) then perform assign[Helper.SpcDisable] done elseif (hero.tagis[Hero.HeavyArmor] <> 0) then perform assign[Helper.SpcDisable] done elseif (hero.tagis[Hero.MedArmor] <> 0) then perform assign[Helper.SpcDisable] done endif ~ We passed, so add to our base speed. hero.child[Speed].field[tSpeedMod].value += 5 Last edited by bodrin; February 21st, 2009 at 07:07 AM. Reason: Tidy up |
#3 |
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