I am a Script Noob...
...when it comes to trying to script things in HL that I would like to script. I have a question and I think I know the answer, but figured I would ask anyway on the off chance I am wrong.
Is it possible to script a Wondrous Item that gives a +1 enhancement bonus to Strength, but does not actually modify the Strength Score, only the carrying capacity? In other words, when wearing the item, your carrying capacity is equal to 1 Strength score better than current, but does not modify any other aspect of the Strength score. Thanks! Val |
That's be tricky, but possible. You'll want to...
Find the value of strength +1, and use that in the encumberance calculations (don't forget to check for a tag for quadraped and adjust for size) to find out what your new encumberance should be. You'll want to break it down into light medium and heavy limit. Then compare each of those to the hero fields "tEncumLgt", "tEncumMed", and "tEncumHvy" to find the difference for each. Then add that difference to the hero fields (so that it now matches your calculated value). I'd say add rather than set equal to so later calculations can easily adjust further. Clear as mud? |
=)
Heh, yep, total mud. I suck at this scripting language. I've muddled through with simple stuff using examples I've found, etc. The character has a current Strength of 12. Examining the carrying capacity chart, it seems a +1 Strength bonus would increase each as follows; Light by 7 lbs., Medium by 14 lbs. and Heavy by 20 lbs.
What you have suggested...is this to be done with an Eval Script or Bootstrap? I'm not too good on finding the id's you'd mentioned...as I said, I suck at this. Trying to understand it so I don't have to ask so many questions. And I hate being a noob. LOL Is there a more definitive guide or place to learn this Editor other than the brief Editor Help File? Any further clarification would be greatly appreciated. Thanks! Val |
It'd be an eval script. Looking at the encumberance table there doesn't seem to be a set formula for max weight, which will make things tedious. Here is a rough sketch of the eval,
var newstr as number var newmaxwt as number var newmedwt as number var newlitwt as number ~ If we have enhancement bonus 1 or higher, we don't stack, so stop now. doneif (hero.child[aSTR].field[BonEnhance].value >= 1) ~ Get our strength +1 newstr = hero.child[aSTR].field[aFinalVal].value + 1 ~ Generate our new max encumberance, this is annoying if (newstr = 29) then newmaxwt = 1400 elseif (newstr = 28) then newmaxwt = 1200 ~ On and on until newstr = 2, just following the table ~ If we are quadrapedal we multiply by one factor based on size... if (hero.tagis[Helper.Quadraped] <> 0) then ~ If we are Colossal for example it is x24 if (herofield[tSize].value >= 4) then newmaxwt *= 24 ~ If we are gargantuan... elseif (herofield[tSize].value = 3) then newmaxwt *= 12 ~ and down through all the sizes BLAHBLAH endif ~ now we need to check for non-quadraped and do the same elseif (hero.tagis[Helper.Quadraped] = 0) then ~ If we are Colossal for example it is x16 if (herofield[tSize].value >= 4) then newmaxwt *= 16 ~ If we are gargantuan... elseif (herofield[tSize].value = 3) then newmaxwt *= 8 BLAHBLAH endif endif ~ Now that we have the max wt, we need to define out medium encumberance and light encumberance limits. Fortunately they are merely 2/3 and 1/3 of our max, rounded down to the nearest pound. newmedwt = round(newmaxwt *.66, 0, -1) newlitwt = round(newmaxwt *.33, 0, -1) ~ Now compare our values to the current encumberance values and adjust them up var diff as number diff = newmaxwt - herofield[tEncumHvy].value herofield[tEncumHvy].value += diff diff = newmedwt - herofield[tEncumMed].value herofield[tEncumMed].value += diff diff = newlitwt - herofield[tEncumLgt].value herofield[tEncumLgt].value += diff |
Agreed, the encumbrance table is weird stuff, there is a formula, but the book doesn't adhere to it. You can carry more (relatively) at Str 10 than you can at Str 19. According to the formula, +10 to Str should be 4 times the value of the Str at 10 less. So at Str 10 thru 19 you can carry progressively less weight until you hit Str 20, where everything magically meets the formula. Crazy math, needs to go into Murphy's Law (of Gaming, if anyone remembers that from way back).
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I would be nice if the code was the same as it is for Pathfinder. If you look under Backpack, Master work the code is basically one line.
Code:
if (field[gIsEquip].value <> 0) then |
Gah
Ok, thanks for the assist...question....and please forgive my lack of scripting knowledge...but I am trying to understand what number this is...
~ If we are Colossal for example it is x24 if (herofield[tSize].value >= 4) then newmaxwt *= 24 Mostly understanding the rest of it, but this number confuses me even more. Once I know what that number represents, I should be able to work out the rest....I hope. LOL Thanks! Val |
Character size in d20 is stored as a number.
-1 = small 0 = medium 4 = colossal (Of course I left out a few numbers, but you can see how the progression works) |
Thank you very much!
Val Edit: Seems it doesn't like the "helper.quadraped" statement....States it is not defined...Is this a tag I have to add to the item? |
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