Here goes,
In the complete warrior the feat "Dash" adds +5feet of movement when wearing light or no armour and carrying a light load.
I've tried to cobble some eval scripts together to add this +5 movement bonus by checking for encumbrance and medium / heavy armour but I can't seem to get them to work correctly and show up on the character sheet at all.
Help
Any ideas!!
Heres my scripts! they are seperate at the moment as I couldn't figure out how to get the editor to stop throwing an "else without if statement error"
Script #1
~If we're only wearing Light or No armor and not carrying anything heavier than a light load we're 5 feet quicker.
var result as number
if (hero.tagis[Hero.HeavyArmor] > 0) then
result = hero.child[Speed].field[tSpeedMod].value+0
done
endif
Script #2
var result as number
if (hero.tagis[Hero.MedArmor] > 0) then
result = hero.child[Speed].field[tSpeedMod].value+0
done
endif
Script #3
var result as number
if (hero.tagis[Hero.LightArmor] >= 0) then
result = hero.child[Speed].field[tSpeedMod].value+5
done
endif
Script #4
var result as number
if (hero.child[Totals].field[tEncumLev].value >= 2) then
result = hero.child[Speed].field[tSpeedMod].value+0
done
endif
In the complete warrior the feat "Dash" adds +5feet of movement when wearing light or no armour and carrying a light load.
I've tried to cobble some eval scripts together to add this +5 movement bonus by checking for encumbrance and medium / heavy armour but I can't seem to get them to work correctly and show up on the character sheet at all.
Help
Any ideas!!
Heres my scripts! they are seperate at the moment as I couldn't figure out how to get the editor to stop throwing an "else without if statement error"
Script #1
~If we're only wearing Light or No armor and not carrying anything heavier than a light load we're 5 feet quicker.
var result as number
if (hero.tagis[Hero.HeavyArmor] > 0) then
result = hero.child[Speed].field[tSpeedMod].value+0
done
endif
Script #2
var result as number
if (hero.tagis[Hero.MedArmor] > 0) then
result = hero.child[Speed].field[tSpeedMod].value+0
done
endif
Script #3
var result as number
if (hero.tagis[Hero.LightArmor] >= 0) then
result = hero.child[Speed].field[tSpeedMod].value+5
done
endif
Script #4
var result as number
if (hero.child[Totals].field[tEncumLev].value >= 2) then
result = hero.child[Speed].field[tSpeedMod].value+0
done
endif