Junior Member
Join Date: Sep 2011
Posts: 8
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Some time ago I asked about changing the ability scores (here in the forum).
You pointed me to the "tAttrEvol" herofield. And it worked, thank you! :-) So, I have now a script so that the ability scores go up every 5 levels (in place of every 4 levels). Code:
[Phase="Post-levels (Users)" and Priority="15000"] ~debug "(Before) AttrEvol: " & herofield[tAttrEvol].value & " Lvl: " & #totallevelcount[] herofield[tAttrEvol].value -= 0.25 if (#totallevelcount[] >= 6) then herofield[tAttrEvol].value -= 0.25 if (#totallevelcount[] >= 11) then herofield[tAttrEvol].value -= 0.25 if (#totallevelcount[] >= 16) then herofield[tAttrEvol].value -= 0.25 endif endif endif ~debug "(After) AttrEvol: " & herofield[tAttrEvol].value & " Lvl: " & #totallevelcount[] My questions are: 1) how can I change the display. For the moment, at level 5, I can bump one ability score but it shows: "Level 4: +1 Charisma" and not "Level 5". The same thing happens at level 10 where I can read "Level 8: ..." and not "Level 10". 2) with my script, when the character is on level 1, it shows "Next attribute bonus in 4 levels". Good. But when the character reaches level 5, the player can click to increase her attribues and, when it's done, we can read "Next attribute bonus in 4 levels" but it's in fact in 5 levels not in 4. Sure when she will be level 6, it will correct: it will be "Next attribute bonus in 4 levels". Well, maybe what I must do is to change the increase of tAttrEvol by 0.20 in place of the standard 0.25 per level but I don't know how. Any hint to help with this? |
#1 |
Senior Member
Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858
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I'm in a similar situation as the OP - my GM has a house rule that every four levels we can add 1 to each of two different ability scores. Modifying the last poster's script to the following gives me the appropriate number of bonuses at the appropriate levels:
Code:
herofield[tAttrEvol].value += 0 if (#totallevelcount[] >= 4) then herofield[tAttrEvol].value += 1 if (#totallevelcount[] >= 8) then herofield[tAttrEvol].value += 1 if (#totallevelcount[] >= 12) then herofield[tAttrEvol].value += 1 if (#totallevelcount[] >= 16) then herofield[tAttrEvol].value += 1 if (#totallevelcount[] >= 20) then herofield[tAttrEvol].value += 1 endif endif endif endif endif The second issue is that in this game the bonuses must be applied to two different scores at each "break." So at level 4 I can't select "STR" twice, but I can select STR once at level 4 and again at level 8. My questions:
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#2 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Quote:
Quote:
Even if you tried to use an outside script your issue is by say 12th level nothing in HL marks "WHEN" something was applied. So if their are two increases to Strength their is no way to know if that was added at level 4 or 8 or 12. Same issue in example for a feat it has no idea what "level" the feat was taken just that it is currently valid on a character. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#3 |
Senior Member
Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858
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Gotcha. Thanks, Shadow - as always, super helpful (even when the answer is "no" or "probably not" it's good to know)!.
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#4 |
Senior Member
Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858
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I'll look for the "better answer" on number one down the line
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#5 |
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