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Mjolnirh
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Join Date: Oct 2016
Posts: 39

Old October 5th, 2016, 06:28 AM
I am Creating the Githzarei as a player race.
in the version I am using you choose one of the following as innate psionics at 1st level feather fall, jump, or shield and then one of the other two at 3rd level.

Fist question:
for the bootstrap condition count:Classes.Ranger >= 3
what is the value for all classes ie. count:Classes.all >= 3 or count:Classes.any >= 3

second question how do i code those choices as picks when those level requirements are met?
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TheEnthusiast
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Old October 6th, 2016, 07:39 PM
From the authoring Tutorial:

if (#totallevelcount[] >= 3) then
do something
endif

I didn't quite understand the second question. The player gets to choose a spell? Or are you asking how to add them once he gets the level?
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Mjolnirh
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Old October 7th, 2016, 03:49 AM
They are innate psionic abilities. At first level they choose one of the thee choices. Then at 3rd one of the remaining 2.
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ShadowChemosh
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Old October 7th, 2016, 09:14 AM
Quote:
Originally Posted by Mjolnirh View Post
They are innate psionic abilities. At first level they choose one of the thee choices. Then at 3rd one of the remaining 2.
This would be better served by using Custom Abilites assigned to your class. Then setup the Custom Ability array values of zero = 1, two = 2 on your Class Helper.

That will be WAY easier than using bootstrap conditions.

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Mjolnirh
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Old October 7th, 2016, 11:53 AM
Great! I'll give that a shot thank you
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Mjolnirh
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Old October 11th, 2016, 06:53 AM
for some reason (#totallevelcount[] >= 3) didn't work out in the bootstrap condition, however (count:Classes.? >= 3) works, I found that in the varient racial trait tab, Devils tongue for the Tiefling uses the method I was looking for.

Thanks for your Help!!
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Hollis
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Old October 13th, 2016, 06:30 AM
Quote:
Originally Posted by Mjolnirh View Post
for some reason (#totallevelcount[] >= 3) didn't work out in the bootstrap condition, however (count:Classes.? >= 3) works, I found that in the varient racial trait tab, Devils tongue for the Tiefling uses the method I was looking for.

Thanks for your Help!!
The condition on a bootstrapped item is a tag expression, not a script. Macros can only be called from a script.
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Mjolnirh
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Old November 4th, 2016, 07:18 PM
trying to add a text value to a text field in an eval script

if (#totallevelcount[] >= 7) then
hero.child[iThaas].field[wDamExtra].text["plus 1d6 radiant"]
endif

can't seem to get this to parse

I also tried

hero.child[iThaas].field[wDamExtra].text = hero.child[iThaas].field[wDamExtra].text = "plus 1d6 radiant"
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Mergon
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Old November 4th, 2016, 07:55 PM
This is the macro for extradamage also:

#extradamage[target weapon,damage text,source's name]

Watch your back, Conserve your ammo,
and NEVER cut a deal with a dragon!
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Mjolnirh
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Old November 4th, 2016, 08:43 PM
if (#totallevelcount[] >= 8) then
#extradamage[hero.child[iThaas], " plus 1d6 radiant", field[thingname].text]
endif

Brilliant! Thank You Mergon!
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