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Old school Boots of speed

Gurby

Member
OK, I'm not a programmer, Coder or scriptor. the more i look over the "Editor and Scripting Resources" post. the more I think I'm learning spanish from a "how to speak Greek" book. In other words I'm Lost!!

What i want to do in build "Old School Boots of speed". All they do is double your land movement speed.

so is that simple or Not?

I'm at a loss on how to proceed with the movement bit of it.


Any help would be appreciated!


Gurby
 
Launch editor

Create new wondrous item then enter the following

Code:
Name : Boots of Speed, Old School

Unique ID : "Can be anything you want but maintain the io part " 

E.G. ioBooSpeOl

Eval Script

Phase : First 
Priority: 100
Index : 1

Script :

~ We're old school lets just double our movement speed

hero.child[Speed].field[tSpeed].value = hero.child[Speed].field[tSpeed].value*2

Okay i'm certain there is a shorthand version available but it will suffice.

The script finds the speed value located in "tSpeed"

hero.child[Speed].field[tSpeed].value

then multiplies it by 2

hero.child[Speed].field[tSpeed].value*2

This will give you a starting point for experimenting with the editor.

Hope it helps:)
 
bodrin, are you sure you want this script to run super-early? At First/100, the race will not have added its speed to the character, so you will not be doubling the racial portion of the speed.
 
Ahh the good old days... A bit OP for PF (especially with all the other ways to get speed), but a cursed version could be fun;

Double speed, character trips and falls prone every round that they do not move at least their full (modified) speed

Question, though, would these boots apply to all (swim,climb,fly) sppeds, or just land speed?
If going old-school, it should affect everything (we're old school and love blankets)
 
bodrin, are you sure you want this script to run super-early? At First/100, the race will not have added its speed to the character, so you will not be doubling the racial portion of the speed.

It was a quick script just to show null pointer how to apply the code structure.

If I was making it for real I'd probably use final phase 10000ish.

And add the ~ are we equipped code as well.
 
It was a quick script just to show null pointer how to apply the code structure.

If I was making it for real I'd probably use final phase 10000ish.

And add the ~ are we equipped code as well.

Bodrin,

With the datafile debugging enabled you can see a list of phases and priorities for calculations. Some of them are labelled with what they do. Clicking "Show debug tasks for ... " usually shows you things that are useful in this regard. I think there also a version under the develop menu for finding the debug tasks for a selection item in hero lab (which I think speed is for pathfinder). These help whenever you write scripts.
 
Thank you all for the help!!

Next stupid question. where do I find it to add it to the Character?
 
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