Member
Join Date: Jun 2018
Posts: 83
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I've seen this brought up a few times, but haven't seen a working answer yet. I want to create an ability that checks for Darkvision. If you don't have it, then it gives you 60' Darkvision. If you do have it, then it increases Darkvision by 30'. Has anybody come up with a way to do this?
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#1 |
Senior Member
Join Date: May 2016
Posts: 608
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I think you're looking to start at this thread.
Basically Darkvision thing looks for two field values -- abValue and abValue2 abValue is the base distance granted abValue2 is used to extend existing Darkvision There are some cases where having a high abValue on an item that exceeds the character's existing darkvision abValue causes a math error that requires more logic in any scripting. I think this logic might have went into the Dragon Masks but I'm not sure. |
#2 |
Member
Join Date: Jun 2018
Posts: 83
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So everything can be encapsulated in the bootstrap for Darkvision and you don't have to do anything further in eval scripts? Like this:
Code:
<bootstrap thing="raDarkVis"> <autotag group="Value" tag="60"/> <assignval field="abValue2" value="30" behavior="maximum"/> </bootstrap> |
#3 |
Senior Member
Join Date: May 2016
Posts: 608
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I think that's the way the .user file looks - I just fill out fields in the editor and don't think I've used the behavior modifier on the field.
I tried to do some deeper digging but since a lot of the senses logic is hidden to us that's about all I learned. |
#4 |
Member
Join Date: Jun 2018
Posts: 83
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Thanks! That did the trick!
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#5 |
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