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spannclann
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Old November 16th, 2020, 07:41 PM
I am looking to create Weapons that "Level Up" when the Characters do. What I am thinking is that I need eval scripts that check the Heroes level and adds something such as:

at level 5 adds a +1 to the weapon
at level 7 adds a +1 to strength in addition to the above
at level 10 adds a +1 to the weapon in addition to the above
at level 12 and on and on .........

Any suggestions welcome please. I would try it myself but I cant seem to find any list or examples of what I am trying to do.
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spannclann
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Old November 17th, 2020, 06:49 AM
So, after digging in a bit, is there a way to do what I am wanting by bootstrapping the weapons and associating tags with it?
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Fenris447
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Old November 17th, 2020, 07:17 AM
If you’re not adding any actual abilities, I wouldn’t bother with bootstrapping abilities. Just use eval scripts that look for the number of class tag counts on the hero. Basically doing “If hero.tagcount[Class.?] >= 5”, give it the bonus for being level 5 or higher.

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spannclann
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Old November 17th, 2020, 09:47 AM
Quote:
Originally Posted by Fenris447 View Post
If you’re not adding any actual abilities, I wouldn’t bother with bootstrapping abilities. Just use eval scripts that look for the number of class tag counts on the hero. Basically doing “If hero.tagcount[Class.?] >= 5”, give it the bonus for being level 5 or higher.
Some levels will add a bonus to the weapon
some levels will add a bonus to an ability score
some levels will add the use of a spell
some levels will add a bonus to AC
some levels will add a bonus to Saving throws
some levels will add an extra die of damage

Keep in mind these are spread out over several different weapons for various different classes.
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spannclann
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Old November 17th, 2020, 10:02 AM
Quote:
Originally Posted by Fenris447 View Post
If you’re not adding any actual abilities, I wouldn’t bother with bootstrapping abilities. Just use eval scripts that look for the number of class tag counts on the hero. Basically doing “If hero.tagcount[Class.?] >= 5”, give it the bonus for being level 5 or higher.
I used your “If hero.tagcount[Class.?] >= 5” eval script and I get an error saying Class is not defined. I changed Class to Fighter and got the same message that Fighter was not defined.

I changed Class to Classes and it works. I still need to know how to add AC bonus, Weapon bonus, etc. and all the other stuff above

Last edited by spannclann; November 17th, 2020 at 10:12 AM. Reason: New Info
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Fenris447
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Old November 17th, 2020, 10:12 AM
Sorry, it should be [Classes.?]

Basically everything you want it to do, with the exception of the spell, can be done by Eval Scripts. The spell would need to be bootstrapped.

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spannclann
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Old November 17th, 2020, 10:36 AM
Quote:
Originally Posted by Fenris447 View Post
Sorry, it should be [Classes.?]

Basically everything you want it to do, with the exception of the spell, can be done by Eval Scripts. The spell would need to be bootstrapped.
Okay. I am going through various Magic items to check out their eval scripts right now. Any suggestions on what Magic Items I can check out to look at the bootstraps?
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spannclann
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Old November 18th, 2020, 07:59 AM
I am not sure what I am doing wrong with my eval script. I have it checking if it is equipped and for attunement. Then I go into my If statement to see if the character is 5th level or above. I save and Test, everything is running smooth. I go to a 12th level character, equip and attune but the weapon is not getting the +1 weapon bonus. Any thoughts?


doneif (field[gIsEquip].value = 0)
doneif (field[gIsAttuned].value = 0)

if (hero.tagcount[Classes.?] >= 5) then
hero.child[iRIPGSDB].field[Bonus].value += 1
endif
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spannclann
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Old November 18th, 2020, 08:16 AM
Eureka! This is what I needed to conditionally add a bonus to the weapon......

if (hero.tagcount[Classes.?] >= 5) then
hero.child[iRIPGSDB].field[BonEnhance].value += 1
endif

I am sure I can look at a Ring of Protection to see how to conditionally add AC and Save Bonuses and a Headband of Insite to add a bonus to an ability score.

What I really need is help with adding Extra Damage (i.e. at level 7 add 1d4 extra damage) be it bootstrap or eval script

AND

Can anyone help me with adding a spell to the weapon (i.e. at level 6 cast Web 1 time after each long rest) be it bootstrap or eval script

Last edited by spannclann; November 18th, 2020 at 08:27 AM.
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dungeonguru
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Old November 18th, 2020, 08:18 AM
I'm not sure why you're calling a child object in your script. If you're running scripts on the weapon itself shouldn't it be just

Code:
field[Bonus].value += 1
also, check the timing. The Defender sword that moves AC and magic bonus around does it's calculations at pre-levels 10000.
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