Member
Join Date: May 2014
Location: Plantation, FL
Posts: 80
|
Quote:
Yeah, shoulda thought of that. So I make it 1 for X since this is advancing the caster level 1 at a time. Looks like that did the trick...no error messages. Now how do I get the same script to increase level for augmenting the familiar "level"? I know I have to use cArcFamil and CompLevel but the helpers for spell level probably won't help. - Andrew <:-(} |
|
#91 |
Member
Join Date: May 2014
Location: Plantation, FL
Posts: 80
|
While I'm waiting on the familiar question...
I'm trying to modify Smite Evil into a similar Smite Enemy ability. The only difference is that the damage bonus is equal to the total character levels of the PC. This is the script with modification, but it didn't work. Is there another Thing I should be using for this other than #totallevelcount? field[listname].text = "Smite Enemy 1/day" ~only run the rest for the first copy doneif (tagis[Helper.FirstCopy] = 0) ~ If we're not shown, just get out now doneif (tagis[Helper.ShowSpec] = 0) field[trkMax].value += field[xCount].value ~ Generate our damage bonus field[abValue].value += #totallevelcount ~ Generate our to-hit and AC bonuses field[abValue2].value += maximum(hero.child[aINT].field[aModBonus].value,0) field[abValue3].value += maximum(hero.child[aINT].field[aModBonus].value,0) field[abSumm].text = signed(field[abValue2].value) & " to hit, " & signed(field[abValue].value) & " to damage, " & signed(field[abValue3].value) & " deflection bonus to AC when used." if (field[abilActive].value + field[abilAct2].value <> 0) then hero.child[Damage].field[Bonus].value += field[abValue].value hero.child[Attack].field[Bonus].value += field[abValue2].value #applybonus[tACDeflect, hero.child[ArmorClass], field[abValue3].value] - Andrew <:-(} |
#92 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
|
Anytime you're using a macro, something starting with #, it will always end with [].
#totallevelcount[], not #totallevelcount. |
#93 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
|
Quote:
|
|
#94 |
Member
Join Date: May 2014
Location: Plantation, FL
Posts: 80
|
No complaints!
- Andrew <:-(} |
#95 |
Member
Join Date: May 2014
Location: Plantation, FL
Posts: 80
|
Quote:
~ Generate our damage bonus field[abValue].value += #totallevelcount[value] but no luck. I'm not sure what should go in there. Ideas? - Andrew <:-(} |
|
#96 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
|
just leave them empty #totallevelcount[]
|
#97 |
Member
Join Date: May 2014
Location: Plantation, FL
Posts: 80
|
Tried that but I get the following error:
Hero Lab was forced to stop compilation after the following errors were detected: Syntax error in 'eval' script for Thing 'cRLSmiteEn' (Eval Script '#1') on line 24 -> One or more 'if' statements is missing the closing 'endif' statement One or more timing errors were identified. Please review the timing report and correct the errors. You can access the report under the 'Develop' menu or by clicking this link. - Andrew <:-(} |
#98 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
|
Nothing - just #totallevelcount[]
If you were looking up a specific class, that macro has a parameter to use (the class you're looking for): #levelcount[Fighter] But #totallevelcount[] doesn't have any parameters. The #totallevelcount[] and #levelcount[class] macros are described in the editor's help section. From the Help menu in the editor, choose "Help on using the editor", then "Reference Information" |
#99 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
|
Quote:
So, what's line 24? |
|
#100 |
Thread Tools | |
Display Modes | |
|
|