TheDarkSaint
Member
I'm about finished with the consecrated harrier PrC. I could just leave it as it and have people put in the adjustments to the skills and damage bonus from the class special Blessings of Scripture.
But then I had an idea. I looked over at the Barbarian class and realized one could set 'rage' on and off and all the stats would change accordingly.
I thought "TheDarkSaint, that's perfect."
So off into I went digging in the Barbarians Rage powers until I came across the Eval Scripts.
This is way out of my league. I could probably shift numbers and flavor text around, but not enough to actually code in what I want it to do.
Anyone think they could help? I'd like the power to flick on and off and give bonus's to 3 skills as well as a damage bonus. I'll post what the barbarian had if it helps.
If I can make a comparison/contract to the fixes if anyone can do it, I can probably figure out how to do the next one on my own.
~ Available when not lawful - otherwise we don't meet requirements
var result as number
if (hero.tagis[Alignment.Lawful] <> 0) then
result = assign[Helper.SpcDisable]
endif
~ If we're enraged, apply the stat modifiers for that
var level as number
level = field[xTotalLev].value
var attrbonus as number
var savebonus as number
if (level >= 20) then
attrbonus = 8
savebonus = 4
elseif (level >= 11) then
attrbonus = 6
savebonus = 3
else
attrbonus = 4
savebonus = 2
endif
if (field[hIsOn1].value <> 0) then
hero.child[aSTR].field[Bonus].value += attrbonus
hero.child[aCON].field[Bonus].value += attrbonus
#applybonus[BonMorale, hero.child[vWill], savebonus]
hero.child[ArmorClass].field[Penalty].value -= 2
endif
~ Set up our text fields
field[CustDesc].text = "Fly into a rage, giving you +" & attrbonus & " Str, +" & attrbonus & " Con, +" & savebonus & " to Will saves and -2 to Armor Class. Many skills and abilities cannot be used while the character is enraged.{br}{br}Rage lasts for 3 rounds + Con bonus."
if (level < 17) then
field[CustDesc].text = field[CustDesc].text & " At the end of the rage, the barbarian becomes fatigued (-2 Str, -2 Dex, can't charge or run) for the rest of the encounter."
endif
field[xSumm].text = "+" & attrbonus & " Str, +" & attrbonus & " Con, +" & savebonus & " to Will saves, -2 to AC when enraged."
~ If we're exhausted, apply the stat modifiers for that (we don't get
~ exhausted after level 17)
if (level < 17) then
field[hName2].text = "Exhausted"
if (field[hIsOn2].value <> 0) then
hero.child[aSTR].field[Penalty].value = hero.child[aSTR].field[Penalty].value - 2
hero.child[aDEX].field[Penalty].value = hero.child[aDEX].field[Penalty].value - 2
endif
endif
~ We can Rage 1 time per day per 4 partial levels, up to a maximum of 6
~ times per day.
var total as number
total = 1 + (level / 4)
total = round(total, 0, -1)
if (total > 6) then
total = 6
endif
field[hTotal].value += total
field[livename].text = "Rage (" & total & "/day)"
But then I had an idea. I looked over at the Barbarian class and realized one could set 'rage' on and off and all the stats would change accordingly.
I thought "TheDarkSaint, that's perfect."
So off into I went digging in the Barbarians Rage powers until I came across the Eval Scripts.
This is way out of my league. I could probably shift numbers and flavor text around, but not enough to actually code in what I want it to do.
Anyone think they could help? I'd like the power to flick on and off and give bonus's to 3 skills as well as a damage bonus. I'll post what the barbarian had if it helps.
If I can make a comparison/contract to the fixes if anyone can do it, I can probably figure out how to do the next one on my own.
~ Available when not lawful - otherwise we don't meet requirements
var result as number
if (hero.tagis[Alignment.Lawful] <> 0) then
result = assign[Helper.SpcDisable]
endif
~ If we're enraged, apply the stat modifiers for that
var level as number
level = field[xTotalLev].value
var attrbonus as number
var savebonus as number
if (level >= 20) then
attrbonus = 8
savebonus = 4
elseif (level >= 11) then
attrbonus = 6
savebonus = 3
else
attrbonus = 4
savebonus = 2
endif
if (field[hIsOn1].value <> 0) then
hero.child[aSTR].field[Bonus].value += attrbonus
hero.child[aCON].field[Bonus].value += attrbonus
#applybonus[BonMorale, hero.child[vWill], savebonus]
hero.child[ArmorClass].field[Penalty].value -= 2
endif
~ Set up our text fields
field[CustDesc].text = "Fly into a rage, giving you +" & attrbonus & " Str, +" & attrbonus & " Con, +" & savebonus & " to Will saves and -2 to Armor Class. Many skills and abilities cannot be used while the character is enraged.{br}{br}Rage lasts for 3 rounds + Con bonus."
if (level < 17) then
field[CustDesc].text = field[CustDesc].text & " At the end of the rage, the barbarian becomes fatigued (-2 Str, -2 Dex, can't charge or run) for the rest of the encounter."
endif
field[xSumm].text = "+" & attrbonus & " Str, +" & attrbonus & " Con, +" & savebonus & " to Will saves, -2 to AC when enraged."
~ If we're exhausted, apply the stat modifiers for that (we don't get
~ exhausted after level 17)
if (level < 17) then
field[hName2].text = "Exhausted"
if (field[hIsOn2].value <> 0) then
hero.child[aSTR].field[Penalty].value = hero.child[aSTR].field[Penalty].value - 2
hero.child[aDEX].field[Penalty].value = hero.child[aDEX].field[Penalty].value - 2
endif
endif
~ We can Rage 1 time per day per 4 partial levels, up to a maximum of 6
~ times per day.
var total as number
total = 1 + (level / 4)
total = round(total, 0, -1)
if (total > 6) then
total = 6
endif
field[hTotal].value += total
field[livename].text = "Rage (" & total & "/day)"