xWhiteGodx
Member
The current quandary I stumbled upon is making a hierarchy stack to determine whether or not to increase the value of a Configurable. Currently I have this eval script (Post-Level, 10,000):
The script is in the Special Ability [cEE1PyroKinet]. What I want to do, is make it so
However,
The issue I run into, is that it either works all the time, or works none of the time - meaning it'll always give a +1 to the Configurable, regardless of if I have those abilities or not, or it doesn't give it at all. I'm stumped on this one and have spent 2 hours working on it. I can't progress through the class without making this one piece of script work, because it needs to be copy/pasted (then slightly modified) for other abilities of the same.



Code:
doneif (tagis[Helper.Disable] <> 0)
if (#hasability[cHydroKinet] + #hasability[cGeokinet] + #hasability[cAirKinet] >= 0) then
hero.childfound[cfgWildTalent].field[cfgMax1].value += 1
elseif (#hasability[cPyrokinet] + #hasability[cEE1PyroKinet] >= 0) then
hero.childfound[cfgWildTalent].field[cfgMax1].value -= 0
endif
The script is in the Special Ability [cEE1PyroKinet]. What I want to do, is make it so
thenIf Class has [cHydroKinet], or [cGeokinet] or [cAirKinet](Primary Ability Table for class)
increase [cfgWildTalent].field[cfgMax1].value by 1
However,
thenIf Class has [cPyrokinet]
Decrease [cfgWildTalent].field[cfgMax1].value by 1
The issue I run into, is that it either works all the time, or works none of the time - meaning it'll always give a +1 to the Configurable, regardless of if I have those abilities or not, or it doesn't give it at all. I'm stumped on this one and have spent 2 hours working on it. I can't progress through the class without making this one piece of script work, because it needs to be copy/pasted (then slightly modified) for other abilities of the same.



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