RayPrancer
Well-known member
As you may remember I have been converting my homebrew world to use the "Authoring Kit Sample" system.
My current goal is that I have a type of armor called "RoboRoo Disguise" (armRoboRoo) that grants an ability "Cyborg Groin" (abGroin) when equipped. I've located the script to do this with a d20 file, but it doesn't work as the fields for armor are different.
I also have a second type of armor "Boom Boxers" (armBoomBox) that grants a +1 bonus to spellcasting skill (skSpell) but again only while equipped. The relevant unique IDs I've used are in brackets. As well as this I have two types of armor that boost health "Modern Outfit" (armTech) granting a +1 and Full Plate (armPlate) granting a +2.
I'm sure this is quite simple to do, but not sure how to do this. Can you offer some help - at least by advising the syntax to see if something is equipped or not?
Here's the current script I'm trying to use for the Boom Boxers. I'm sure at least the name of the field "gIsEquip" is incorrect. I'm sure it's almost identical for the two Health modifying armors to the correct code although the trait to be modified is of course trHealth and not skSpell. I'm a bit more confused about the adding abilities as I would think it would be a conditional bootstrap.
My current goal is that I have a type of armor called "RoboRoo Disguise" (armRoboRoo) that grants an ability "Cyborg Groin" (abGroin) when equipped. I've located the script to do this with a d20 file, but it doesn't work as the fields for armor are different.
I also have a second type of armor "Boom Boxers" (armBoomBox) that grants a +1 bonus to spellcasting skill (skSpell) but again only while equipped. The relevant unique IDs I've used are in brackets. As well as this I have two types of armor that boost health "Modern Outfit" (armTech) granting a +1 and Full Plate (armPlate) granting a +2.
I'm sure this is quite simple to do, but not sure how to do this. Can you offer some help - at least by advising the syntax to see if something is equipped or not?
Here's the current script I'm trying to use for the Boom Boxers. I'm sure at least the name of the field "gIsEquip" is incorrect. I'm sure it's almost identical for the two Health modifying armors to the correct code although the trait to be modified is of course trHealth and not skSpell. I'm a bit more confused about the adding abilities as I would think it would be a conditional bootstrap.
Code:
if (field[gIsEquip].value <> 0) then
#traitbonus[skSpell] += 1
endif