Junior Member
Join Date: Jan 2015
Posts: 25
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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. |
#1 |
Junior Member
Join Date: Jan 2015
Posts: 25
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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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#3 |
Junior Member
Join Date: Jan 2015
Posts: 25
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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? |
#4 |
Senior Member
Join Date: Feb 2015
Posts: 676
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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...? |
#5 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,215
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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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#6 |
Senior Member
Join Date: Sep 2014
Posts: 400
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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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#7 |
Junior Member
Join Date: Jan 2015
Posts: 25
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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. |
#8 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Quote:
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 Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#9 |
Junior Member
Join Date: Jan 2015
Posts: 25
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Man, I suck at this. I can't explain why I didn't notice that. Thanks.
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#10 |
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