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Lawful_g
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Old November 15th, 2010, 12:41 AM
Give it a shot and you tell me.
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Bluephoenix
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Old November 15th, 2010, 12:50 AM
sorry, tired, and typing before I think, gave it a shot and it ended up crashing HL on the compile after spitting out a syntax error message.

not sure how to fix that, as I do not understand programming languages/coding well at all (mostly learning all of this by doing, and rote/example )

will probably leave skill artistry as it is, and come back to it at a later date since the base functionality is at least there.

Last edited by Bluephoenix; November 15th, 2010 at 12:56 AM.
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Lawful_g
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Old November 15th, 2010, 01:00 AM
Hmm. Maybe try it as an Eval Rule instead?

I'll fiddle a bit.
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Lawful_g
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Old November 15th, 2010, 01:03 AM
Err.... actually now that I look at it, try this instead...
validif (field[usrChosen1].chosen.field[kUserRanks].value >= 13)
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Bluephoenix
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Old November 15th, 2010, 01:09 AM
on entering the revised version its doesn't crash anymore (yay!)

but does give me the following: Syntax error in 'eval' script for Thing 'cEXMSklArt' (Eval Script #1) on line 3
-> script does not support the '@valid' special symbol so use of 'validif' is illegal.


given that result it seems that either doing something to the available options for user choices (limiting).

I'll stick the script in the eval rule section and see if it likes that instead.

edit: success with the eval rule. testing it in use now to see if it breaks or works correctly

edit #2: works correctly, does not break or throw errors.

Last edited by Bluephoenix; November 15th, 2010 at 01:12 AM.
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Lawful_g
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Old November 15th, 2010, 01:21 AM
Ah. Good
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Bluephoenix
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Old November 15th, 2010, 01:44 AM
is there any way to have a user choose multiple items from a single special?

I'm looking at skill mastery and it has the player choose 1 + int mod skills that the exemplar can then take 10 on at any time, I was going to re purpose the skill artistry script, but instead of the script adding a bonus, taking the usrChosen field and iterating the number of those fields by using a variable defined from the mod +1.

however if I understand the expression structure correctly, the usrChosen fields have to be statically defined, which kaputs the idea.

other idea is a foreach expression, but I do not know the trigger to get it to iterate from 1 to a variable value.

any thoughts? (if static is the only option I'll leave it as a normal text special)

edit: example for completeness
intended idea, does not work as written:

var intag as number
intag = hero.child[aINT].field[aModBonus].value + 1

foreach (blah)
field[usrChosen(#s)]

Last edited by Bluephoenix; November 15th, 2010 at 01:49 AM.
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Lawful_g
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Old November 15th, 2010, 02:01 AM
Yeah, there are only 2 selections allowed, but you can check the "User Text?" box and have the user type in whichever skills they pick.
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Bluephoenix
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Old November 15th, 2010, 02:05 AM
well, that's everything for now, will be sending off Wayfarer, Magus, Geometer, and Exemplar to Chemosh by the end of the day for inclusion into the files.

thanks so much for all the help, and I would imagine a bit of patience.
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Lawful_g
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Old November 15th, 2010, 02:06 AM
No problem. Glad to help.
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