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Bob G
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Join Date: Nov 2017
Location: Trafford, PA, USA
Posts: 226

Old January 29th, 2020, 07:57 PM
They shouldn't, right?

Custom special has user select a skill, and gets a (level/2) competence bonus. Class gets a total of 5 of these over a 20 level progression, and each special is unique. However, some confer a bonus to the same skill. They are not supposed to stack with each other, so I chose a competence bonus. Script is identical for all specials:
Code:
if (field[xTotalLev].value <=1) then
     field[abValue].value += 1
     else
     field[abValue].value += round(field[xTotalLev].value/2,0,-1)
     endif
     hero.child[sk(Skill)].field[BonComp].value += field[abValue].value
So what is it that's allowing the competence bonus granted from two different custom specials to stack?

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Farling
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Old January 29th, 2020, 11:48 PM
Where is your code snippet from?
I'm fairly sure there's a macro which will correctly apply a non-stacking bonus to a particular stat.

Farling

Author of the Realm Works Import tool, Realm Works Output tool and Realm Works to Foundry module

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TheIronGolem
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Join Date: Feb 2015
Posts: 676

Old January 30th, 2020, 06:08 AM
Code:
hero.child[sk(Skill)].field[BonComp].value += field[abValue].value
This is why it's stacking. You have multiple scripts pointing to the same skill and saying "increase the competence bonus by X". Instead, try this:

Code:
hero.child[sk(Skill)].field[BonComp].value = maximum(hero.child[sk(Skill)].field[BonComp].value ,field[abValue].value)
Or this macro which amounts to the same thing:

Code:
#applybonus[BonComp,hero.child[sk(Skill),field[abValue].value]
This means "set the competence bonus to X or the existing bonus, whichever is larger".
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Bob G
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Location: Trafford, PA, USA
Posts: 226

Old February 2nd, 2020, 05:17 AM
Great, thanks IG. For some reason, I thought that competence bonuses would just automatically not stack by default. I thought maybe there was something in the XML file that treated it differently than stacking bonuses. So I guess that regardless of the bonus type, I need to define in the script if the bonus stacks or doesn't.

I learned something today! Today is a good day.

Projects: Legendary Rogue (Legendary Games) 97.9%, Assassin (Interjection Games) 88%, Fortunate (rebuild of Luckbringer, Rite Publishing) 87.2%, Adept Godling (Super Genius Games) 73.9%, Eldritch Godling (Super Genius Games) 72.9%, Mighty Godling (Super Genius Games) 44.3%, Clever Godling (Super Genius Games) 41.2%, Legendary Cavalier (Legendary Games) 30.9%

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Farling
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Old February 2nd, 2020, 06:47 AM
Just use the #applybonus macro, since bonuses of the same type should never stack (except dodge).

You're original code was using the "+=" operator, which just adds your new value to the existing value.

Farling

Author of the Realm Works Import tool, Realm Works Output tool and Realm Works to Foundry module

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Ualaa
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Posts: 813

Old February 2nd, 2020, 02:09 PM
I believe untyped bonuses stack, dodge bonuses stack, and circumstance bonuses stack if they're from different circumstances.

As well as penalties of those same types, such as two different penalties from unique circumstances or two different dodge penalties.

Aside from those exceptions, all bonuses (or penalties) only take the best (or worst) single condition.
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Silveras
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Old February 2nd, 2020, 07:49 PM
Untyped bonuses do stack, yes. However, as far as I know all official penalties are untyped so they ALWAYS stack.
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