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madcatprimary
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Old November 25th, 2016, 10:29 PM
I've created a piece of armor that I'm trying to bootstrap an Ability to. It's working, but I cannot figure out how to get it to only bootstrap the ability when the item is equipped. I've read the section on Conditions, but I'm just not getting it. How can I format it to only bootstrap the condition when the item is equipped? gIsEquip?

I just can't figure out how to format it so it doesn't throw an error.
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Kiirnodel
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Old November 26th, 2016, 01:29 AM
If you're confused about Bootstrap Conditions, check out this thread HERE

Code:
fieldval:gIsEquip <> 0
This will cause the bootstrapped item to be valid when the field "gIsEquip" is NOT 0 (meaning it is active while equipped).
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madcatprimary
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Old November 26th, 2016, 05:51 AM
I guess I was overthinking it. For some reason I thought fieldval was shorthand for something else I needed to figure out. Thanks!
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madcatprimary
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Old November 26th, 2016, 06:33 AM
Hmm. Looks like I can't bootstrap this ability early enough for it to work right. If I put it early (First/500), it works in reverse of what I want (climb applies when item not equipped, and if I put it later than that, I just get timing errors saying that it occurs after the earliest script.

I'm just trying to make a piece of armor that grants a 20 ft. climb speed when equipped. Is there maybe a better way to do this?
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TheIronGolem
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Old November 26th, 2016, 08:40 AM
If you're bootstrapping the Climb ability, you don't need to. Many abilities (like Damage Reduction and movement modes) are automatically added to the hero even if they don't have those abilities. This allows you to "add" those abilities programatically (typically by setting their abValue fields to something greater than zero).

Last edited by TheIronGolem; November 26th, 2016 at 09:28 PM. Reason: Climb, not Burrow, why did I say Burrow...?
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Mathias
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Old November 26th, 2016, 12:05 PM
matcat, did you read post #2 in that thread Kiirnodel pointed you to? Paragraph 3 of that post is specific to the issue you're encountering.
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Kiirnodel
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Old November 26th, 2016, 12:16 PM
I've found that sometimes bootstrap conditions go sort of wonky the first time they get added (performing the reverse of expected behavior). Have you tried reloading the data files and retesting it?
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madcatprimary
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Old November 26th, 2016, 09:22 PM
Took a break and went to see Fantastic Beasts, cleared my head.

Mathias, I did see that there. I was hoping to run the condition later than First/500, but I was getting an error about some script running before it. I deleted my Ability and recreated it, set it to boostrap at First/1000 and reloaded the data files (per Kiirnodel's suggestion) and the ability works on the armor as I wanted it to. Thanks!

TheIronGolem, I don't see Climb as a stat on a hero other than as the skill skClimb. Looks like you have to give the hero a climb speed and then set the value.
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ShadowChemosh
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Old November 27th, 2016, 08:23 AM
Quote:
Originally Posted by madcatprimary View Post
TheIronGolem, I don't see Climb as a stat on a hero other than as the skill skClimb. Looks like you have to give the hero a climb speed and then set the value.
I just checked a blank hero and I see "three" climb Picks.
Noname.jpg
aaClimb = Army Climb Skill
skClimb = Charactes climb skill
xClimb = Climb Speed. <- This is what you can change using a simple script:
Code:
~ Set climb speed to 20ft
#value[xClimb] = 20

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madcatprimary
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Old November 27th, 2016, 08:29 AM
Man, I suck at this. I can't explain why I didn't notice that. Thanks.
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