wolfang237
Active member
Coding: for changing damage dice on Earth Blast. Same coding as Monk's unarmed strike but the weapon tag is replaced with wEarthBlas and the damages are different.
~ Get our earth blast pick, delete the damage tag from it, and assign
~ a new damage tag.
var dice as string
perform hero.child[wEarthBlas].delete[wMain.?]
if (field[xAllLev].value < 5) then
perform hero.child[wEarthBlas].assign[wMain.1d6_5]
dice = "1d6"
elseif (field[xAllLev].value < 10) then
perform hero.child[wEarthBlas].assign[wMain.2d6_104]
dice = "2d6"
elseif (field[xAllLev].value < 15) then
perform hero.child[wEarthBlas].assign[wMain.3d6_8]
dice = "3d6"
elseif (field[xAllLev].value < 20) then
perform hero.child[wEarthBlas].assign[wMain.4d6_106]
dice = "4d6"
else
perform hero.child[wEarthBlas].assign[wMain.5d6_106]
dice = "5d6"
endif
field[livename].text = field[name].text & " (" & dice & ")"
There is no error in the code (no error message comes up now, anyway) but I'm noticing two things: first is that the damage isn't scaling. Second is that when I bootstrapped the weapon onto this special, it made 5 copies of it for use...not sure if it's BECAUSE of the bootstrap or if that's what the code was doing and I just didn't know it cause I hadn't bootstrapped the weapon yet.
As for the Side-step Secret Eval Scripts, there were 3 parts: The doneif section saying that if an option hadn't been selective, don't show up. The last part was about using CHA for AC. The middle part, on the other hand, was about using CHA for the Reflex save - so that's the part I used. This is the code:
hero.child[svRef].field[svAttr].value = #attrmod[aCHA]
hero.child[svRef].field[svAttrName].text = "(CHARISMA)"
I replaced the attribute specific fields with CON and CONSTITUTION but the reflex isn't changing. Did I get some spelling wrong or something? :<
As for all the seeds: they have specific uses and the only calculation specific things I could do with them would be saves. The DCs are rolled and none of them roll against armor or what-not. All that's rolled is the enemy's reflex and I can attach a reflex save DC to each of them without adding attacks. So there will only be an attack for the blasts (seeing as only those will be used as normal damage. Some do dmg but they aren't going to be used regularly and if they are they can't be modified in any way. Straight 2d6 or 4d6 (create rubble or rift respectively).
EDIT: final paragraph's wording was weird: The only thing they player can roll is a skill check and situational damage (create rubble and rift) - for those that will roll damage, it isn't changed or modified in any way. It's a flat 2d6 or 4d6. So the only thing that will be calculated FOR the player would be any saves the targeted creature has to save against (in most cases, reflex). There's an option already there that attaches save DCs based off a selected attribute so I don't have to mess with attacks. It's all right there.
Also, what I meant by "5 copies of it for use" was that, in the panel displaying weapons (with Unarmed Strike there) there are now 5 new weapon attacks, all of which are Earth Blast 1d6. Changing the earthbender class level does not scale the damage nor increase or decrease the number of attacks.
~ Get our earth blast pick, delete the damage tag from it, and assign
~ a new damage tag.
var dice as string
perform hero.child[wEarthBlas].delete[wMain.?]
if (field[xAllLev].value < 5) then
perform hero.child[wEarthBlas].assign[wMain.1d6_5]
dice = "1d6"
elseif (field[xAllLev].value < 10) then
perform hero.child[wEarthBlas].assign[wMain.2d6_104]
dice = "2d6"
elseif (field[xAllLev].value < 15) then
perform hero.child[wEarthBlas].assign[wMain.3d6_8]
dice = "3d6"
elseif (field[xAllLev].value < 20) then
perform hero.child[wEarthBlas].assign[wMain.4d6_106]
dice = "4d6"
else
perform hero.child[wEarthBlas].assign[wMain.5d6_106]
dice = "5d6"
endif
field[livename].text = field[name].text & " (" & dice & ")"
There is no error in the code (no error message comes up now, anyway) but I'm noticing two things: first is that the damage isn't scaling. Second is that when I bootstrapped the weapon onto this special, it made 5 copies of it for use...not sure if it's BECAUSE of the bootstrap or if that's what the code was doing and I just didn't know it cause I hadn't bootstrapped the weapon yet.
As for the Side-step Secret Eval Scripts, there were 3 parts: The doneif section saying that if an option hadn't been selective, don't show up. The last part was about using CHA for AC. The middle part, on the other hand, was about using CHA for the Reflex save - so that's the part I used. This is the code:
hero.child[svRef].field[svAttr].value = #attrmod[aCHA]
hero.child[svRef].field[svAttrName].text = "(CHARISMA)"
I replaced the attribute specific fields with CON and CONSTITUTION but the reflex isn't changing. Did I get some spelling wrong or something? :<
As for all the seeds: they have specific uses and the only calculation specific things I could do with them would be saves. The DCs are rolled and none of them roll against armor or what-not. All that's rolled is the enemy's reflex and I can attach a reflex save DC to each of them without adding attacks. So there will only be an attack for the blasts (seeing as only those will be used as normal damage. Some do dmg but they aren't going to be used regularly and if they are they can't be modified in any way. Straight 2d6 or 4d6 (create rubble or rift respectively).
EDIT: final paragraph's wording was weird: The only thing they player can roll is a skill check and situational damage (create rubble and rift) - for those that will roll damage, it isn't changed or modified in any way. It's a flat 2d6 or 4d6. So the only thing that will be calculated FOR the player would be any saves the targeted creature has to save against (in most cases, reflex). There's an option already there that attaches save DCs based off a selected attribute so I don't have to mess with attacks. It's all right there.
Also, what I meant by "5 copies of it for use" was that, in the panel displaying weapons (with Unarmed Strike there) there are now 5 new weapon attacks, all of which are Earth Blast 1d6. Changing the earthbender class level does not scale the damage nor increase or decrease the number of attacks.
Last edited: