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Junior Member
Join Date: Nov 2009
Posts: 21
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Hi All
I am working on adding some spells in the conditions section that increase a pc's attack and damage by 2. I have this so far for a spell that uses BonLuck... ~ +1 Attack Code:
hero.child[Attack].field[BonLuck].value = maximum(hero.child[Attack].field[BonLuck].value, 1) Code:
hero.child[Damage].field[BonLuck].value = maximum(hero.child[Damage].field[BonLuck].value, 1) It seems like BonLuck does not work yet if i change the code to read.... ~ +1 Damage Code:
hero.child[Damage].field[tDamBonus].value = maximum(hero.child[Damage].field[tDamBonus].value, 1) So i figure i am missing something very simple...what would it be? Last edited by kridak; March 15th, 2010 at 03:43 PM. |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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The Damage component does not have access to the modifiers because the weapons themselves are unfortunately set up so that their modifier fields apply to their attack, which means that the Damage pick can't forward its fields on to the weapons like the Attack pick can.
So, until I can figure out a way to properly distinguish an attack BonLuck and a damage BonLuck on a weapon, damage can't be tracked modifier by modifier. |
#2 |
Junior Member
Join Date: Nov 2009
Posts: 21
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Okie dokie thanks allot Mathias.
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#3 |
Member
Join Date: Jan 2010
Posts: 42
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you could just have a temp adjustment named with each bonus and add it to all damage dealt
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