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Kendall-DM
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Old January 30th, 2011, 10:59 AM
I've notice some procedural calls in some of the scripts I've been perusing in order to make my own scripts. I'm not sure what they do. Does anyone have a list of the procedure calls I can make in the d20 system files, and what they do?
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Lawful_g
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Old January 30th, 2011, 12:16 PM
Could you define what a procedural call is?
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Kendall-DM
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Old January 30th, 2011, 12:43 PM
For example, in xSmiteEvil, there is a procedure call:

call CalcValue

This is a call to a procedure. That's what I'm referring to.
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Mathias
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Old January 30th, 2011, 02:04 PM
CalcValue is the only one I think exists that's for the use of users.

CalcValue is:


Code:
 
    ~ If we have Value tags assigned, see if the highest is higher than our
    ~ current value - if so, use it.
    field[Value].value = maximum(field[Value].value, tagmax[Value.?])
    ~ If we have a value of 0, hide ourselves
    if (field[Value].value = 0) then
      perform delete[Helper.ShowSpec]
      perform delete[Helper.ShowCharge]
      done
      endif
It's for specials like Darkvision, swim speed, DR, etc. whose values don't stack - if your race adds a swim speed of 30' and your prestige class adds a swim speed of 10', your swim speed is 30', not 40'. That's handled by having each of the things that adds swim add it with a Value.# tag. It also means that you can assign a DR to a character and not worry about making it a conditional bootstrap - you can use a script to assign a value or not, depending on the situation, and the DR will hide itself if its value is 0.
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Kendall-DM
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Old January 31st, 2011, 01:45 PM
Quote:
Originally Posted by Mathias View Post
CalcValue is the only one I think exists that's for the use of users.

CalcValue is:


Code:
 
    ~ If we have Value tags assigned, see if the highest is higher than our
    ~ current value - if so, use it.
    field[Value].value = maximum(field[Value].value, tagmax[Value.?])
    ~ If we have a value of 0, hide ourselves
    if (field[Value].value = 0) then
      perform delete[Helper.ShowSpec]
      perform delete[Helper.ShowCharge]
      done
      endif
It's for specials like Darkvision, swim speed, DR, etc. whose values don't stack - if your race adds a swim speed of 30' and your prestige class adds a swim speed of 10', your swim speed is 30', not 40'. That's handled by having each of the things that adds swim add it with a Value.# tag. It also means that you can assign a DR to a character and not worry about making it a conditional bootstrap - you can use a script to assign a value or not, depending on the situation, and the DR will hide itself if its value is 0.
I assume the value that is looked at is the current context? If the current context is a hero, how does it know I'm referring to, say, Speed of the hero?
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Mathias
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Old January 31st, 2011, 01:48 PM
CalcValue can only be used if you're on a thing that has the Value field (feats, traits, skill tricks, class specials, specials, racial specials, etc.), or you'll get errors. It only looks at and modifies the Value field and tags of the pick its running from.
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Kendall-DM
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Old February 11th, 2011, 05:11 PM
I noticed on HeroLab startup, that you can select No Cross-Class Skill Penalty. I know this applies to all cross-class skills across classes, but is there a way that I can turn this on for only one specific cross-class skill.

For example, absurd as it is, it gets the point across. If I wanted to allow all of a Fighter's cross-class skills to work normally except for Knowledge: Arcana, where I wanted that cross-class skill to be able to have No Cross-Class Skill Penalty, is there a way I can do that just for Knowledge: Arcana on the Fighter?
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Lawful_g
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Old February 11th, 2011, 06:05 PM
I believe there is a feat I made in the community files that does a similar thing for Spot and Listen. Look at Guerilla Scout.
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Kendall-DM
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Old February 12th, 2011, 07:58 AM
Cool, this will essentially do the same thing, I would guess. I've also got another work around that works too. I was just wondering if there was some kind of flag that could be set for skills individually, or is that No Cross-Class Skill Penalty essentially doing what Lawful_g's code is doing, setting the Ranks equal to the Points spent?
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risner
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Old February 12th, 2011, 10:32 AM
Quote:
Originally Posted by Kendall-DM View Post
No Cross-Class Skill Penalty essentially doing what Lawful_g's code is doing, setting the Ranks equal to the Points spent?
I used LG's code for a similar thing, but the character house rule thing modifies the internal code to multiply by 1.0 instead of 0.5 across the board.
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