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Provos
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Join Date: Mar 2011
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Old September 23rd, 2011, 11:13 PM
Me again.
I am having trouble with adding in some new materials for weapons and armor. I can adjust damage and weight with no problems but I cannot get the item costs to change. Here is my eval script
Code:
Phase First Priority 10000 index 1
~ Divide our weight by 2
    container.parent.field[gWeight].value /= 2


~ Reduce our damage by 1.
      container.parent.field[wDamBonus].value -= 1


~ Set our 'general cost' field to the items cost times 0.5
  container.child[gCustMagic].field[gCustCost].value *= 0.5
As always any help is appreciated
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Provos
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Old September 27th, 2011, 06:04 PM
Anyone have any ideas on how to do this?
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Lawful_g
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Old September 29th, 2011, 02:55 PM
Let me fiddle with this later on after I am finished with my current thing and I'll get back to you.
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Provos
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Old September 29th, 2011, 05:05 PM
One of my problems is that the develop tab enable data file debugging does not work on the pop up windows so there seems to be no way to see the field names.
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Lawful_g
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Old September 29th, 2011, 07:33 PM
Of which pop up windows do you speak?
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Provos
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Old September 29th, 2011, 07:48 PM
Under custom weapons. When trying to choose what material then weapon is made out of.
Attached Images
File Type: jpg Materials.jpg (274.3 KB, 4 views)
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Lawful_g
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Old September 29th, 2011, 08:03 PM
Ok, so looking at the different materials in the program it looks like there is one material that multiplies the base item cost (which is what you're shooting for, right?). Cold Iron doubles the base item cost and has this eval script:

First 10000
~ Double our weapon cost.
container.child[gCustMagic].field[gCustSCost].value *= 2

Comparing that to the relevant portion of your code:

container.child[gCustMagic].field[gCustCost].value *= 0.5

It seems that the only problem is that you are multiplying the "gCustCost" field, but you should be multiplying the "gCustSCost" field
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Provos
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Old September 29th, 2011, 08:23 PM
Thanks, wow, I feel dumb that I missed that.

Oh, it works now.
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