Senior Member
Join Date: Nov 2012
Posts: 208
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Ok, the Priority was the problem. Thanks.
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#51 |
Senior Member
Volunteer Data File Contributor
Join Date: Dec 2008
Posts: 523
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Next question... trying to come up with a way to assign a bonus based on the character's level. Such as the secondary power of Blazing Corona Firecrafter power
not sure if we have access to CASE, so I went with nested If's Code:
levelb = if(#level[] < 11) then 2 else if(#level[]<21) then 4 else 6 endif endif And FWIW I'm apparently not allowed ot use #level[] at that point in time either. |
#52 |
Member
Join Date: Oct 2011
Posts: 66
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Quote:
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#53 |
Senior Member
Join Date: Nov 2012
Posts: 208
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Do we have a place where all user-edited Themes are put BTW? Assuming more people did some, this might be nice.
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#54 |
Senior Member
Join Date: Nov 2012
Posts: 208
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Hello!
Two new questions (for the Theme I am currently implementing, Sohei): 1. How do I do this: "You gain a +1 power bonus to saving throws against fear effects and effects that render you dazed, dominated or stunned." Well, thinking of it, there is no place on the char sheet where this would listed, so just making it a text as it is now is probably okay? ^^ 2. A general question (with Sohei and other themes): Is there any way to make the number of dice dependent on the level (as the "built in" powers like Scorching burst do not support this and just write it into the text, I guess not). Attached is my current version of "Sohei" (Thanks again for all the help with scripts !!!) MagicSN Last edited by MagicSN; November 22nd, 2012 at 02:45 PM. |
#55 |
Senior Member
Join Date: Nov 2012
Posts: 208
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And the next Themes implemented: Noble and Disgraced Noble (in one file).
BTW: Feel free to add the files from my added Themes to the starting post, so they are easier to find! Last edited by MagicSN; November 23rd, 2012 at 04:23 PM. |
#56 |
Senior Member
Join Date: Nov 2012
Posts: 208
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Four more Themes.
Infernal Prince, Chevalier, Knight Hospitaler and Guttersnipe inside this one (decided to put more themes into a file to make the amount of files not so big ^^). Also some small Bugfixes on Guardian and Disgraced Noble (skill bonus was not calculated before) - The Noble.user as before contains both Noble and Disgraced Noble. Anyone has an idea what I did wrong in the +1 to fire attack powers Feature's Script for the Infernal Prince? It seems to be not working. If anybody has an idea how I could fix it this would be great! Last edited by MagicSN; November 24th, 2012 at 07:42 AM. |
#57 |
Senior Member
Join Date: Nov 2012
Posts: 208
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How do I implement this: Use Intelligence or Charisma (the highest) for this power.
I tried basing it on this which was posted earlier var bonus as number var attidstr as string ~ Use Int as default - this might not be necessary bonus = #attrbonus[attrInt] attidstr = "attrInt" ~ Find highest bonus foreach pick in hero from Attribute if (eachpick.field[attrBonus].value > bonus) then bonus = eachpick.field[attrBonus].value attidstr = eachpick.idstring endif nexteach ~ Use that as the damage and attack attributes perform assignstr["Attack." & attidstr] My idea was to put into the foreach something like if ((eachpick.idstring == "Charisma") || (eachpick.idstring == "Intelligence")) but how is the correct syntax ??? Thanks in advance. MagicSN |
#58 |
Senior Member
Join Date: Nov 2012
Posts: 208
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I can answer my own question:
It seems though that code like this should be included into a LOT of powers, they always took the easy way and used just one of the options and wrote the rest down as text. Note, that a third variable (attidstr3) is needed, originally I had "attidstr = "attrCha"" etc. in this example overwriting the old value and then it always used the default, when I was using a third variable it works correctly (for both cases, Int>Cha and Cha>Int) var bonus as number var bonus2 as number var attidstr as string var attidstr2 as string var attidstr3 as string bonus = #attrbonus[attrInt] attidstr = "attrInt" bonus2 = #attrbonus[attrCha] attidstr2 = "attrCha" if (#attrbonus[attrCha]>#attrbonus[attrInt]) then bonus = #attrbonus[attrCha] attidstr3 = "attrCha" else bonus = #attrbonus[attrInt] attidstr3 = "attrInt" endif ~ Use that as the damage and attack attributes perform assignstr["DamageAttr." & attidstr3] perform assignstr["Attack." & attidstr3] |
#59 |
Senior Member
Join Date: Nov 2012
Posts: 208
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Please note I updated some of the themes I implemented, but only did so in the other thread, the one were I summary-list all the .user files from me (so people do not have to search for Theme-Files in a big thread).
For your reference: http://forums.wolflair.com/showthrea...963#post109963 |
#60 |
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