Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
Update: Yea, there's definitely something weird going on here. I'll dig into it and see if I can get it fixed in the community set. Quote:
This replaces script #1 Code:
First: 20000 ~ If we're not enabled, get out now doneif (field[pIsOn].value = 0) ~ Add to size - must come after race and template size set herofield[tSize].value += field[pAdjust].value ~ Adjust equipment size foreach pick in hero from MyGear eachpick.field[gSizeMod].value += field[pAdjust].value nexteach ~ Adjust STR and DEX scores var bonus as number bonus = field[pAdjust].value*2 hero.child[aSTR].field[Bonus].value += bonus hero.child[aDEX].field[Penalty].value -= bonus Code:
Post-Levels (User): 11000 ~ If we're not enabled, get out now. doneif (field[pIsOn].value = 0) foreach pick in hero from BaseNatWep where "!SpecSource.HalfDragon" eachpick.field[wDamage].value += field[pAdjust].value nexteach Last edited by Sendric; July 15th, 2013 at 05:56 AM. |
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#21 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
Update: My initial fix messed up small monks damage, so I had to add in an additional if statement to fix that. Code:
~ Calculate our total level - our monk level plus any 'extra levels' ~ assigned to us var level as number level = field[xTotalLev].value ~ Get our unarmed strike pick, delete the damage tag from it, and assign ~ a new damage tag. var dice as string perform hero.child[wUnarmed].delete[wMain.?] if (level < 4) then perform hero.child[wUnarmed].assign[wMain.1d6_5] dice = "1d6" elseif (level < 8) then perform hero.child[wUnarmed].assign[wMain.1d8_6] dice = "1d8" elseif (level < 12) then perform hero.child[wUnarmed].assign[wMain.1d10_304] dice = "1d10" elseif (level < 16) then perform hero.child[wUnarmed].assign[wMain.2d6_104] dice = "2d6" elseif (level < 20) then * if (herofield[tSize].value >= 1) then perform hero.child[wUnarmed].assign[wMain.2d8_305] else perform hero.child[wUnarmed].assign[wMain.2d8_204] endif * else perform hero.child[wUnarmed].assign[wMain.2d10_205] dice = "2d10" endif field[livename].text = field[name].text & " (" & dice & ")" Last edited by Sendric; July 15th, 2013 at 10:36 AM. |
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#22 |
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