Maidhc O Casain
Well-known member
I'm in a game wherein the GM has made several of the feats scale with level. For example, in this game the Fleet feat is taken only once and grants an additional +5 for every two levels after it is taken.
I'm taking the 'easy' way and taking the feat at first level so I won't have to deal with figuring out how not to count levels before it was taken - though I would like to know if this is possible. AFAIK, HeroLab doesn't track the level at which feats are added to characters but I could be wrong.
SO, I thought I could add a little math to the eval script to add an additional +5 to speed for every two levels after the first but it's not really working right. First, I'm getting the following error:
And second, the movement on my character (who is 3rd level) went from 35' (proper for the original version of the feat) to 32.5' when I applied the script. I'm fairly sure that's an error in my math, though it's possible that it's due to the 'does not exist' error.
Here's the script I've come up with so far, with the additions to the original Fleet script in bold:
I'm taking the 'easy' way and taking the feat at first level so I won't have to deal with figuring out how not to count levels before it was taken - though I would like to know if this is possible. AFAIK, HeroLab doesn't track the level at which feats are added to characters but I could be wrong.
SO, I thought I could add a little math to the eval script to add an additional +5 to speed for every two levels after the first but it's not really working right. First, I'm getting the following error:
Attempt to access field 'tTotLevel' that does not exist for thing 'fPondFleet'
And second, the movement on my character (who is 3rd level) went from 35' (proper for the original version of the feat) to 32.5' when I applied the script. I'm fairly sure that's an error in my math, though it's possible that it's due to the 'does not exist' error.
Here's the script I've come up with so far, with the additions to the original Fleet script in bold:
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)
~ If we fail the test for being speedy, get out
if (hero.tagis[Encumbered.Light] = 0) then
perform assign[Helper.SpcDisable]
done
elseif (hero.tagis[Hero.MedArmor] + hero.tagis[Hero.HeavyArmor] <> 0) then
perform assign[Helper.SpcDisable]
done
endif
~ We passed, so add to our base speed.
hero.child[Speed].field[tSpeed].value += ((field[abValue].value * (field[tTotLevel].value + .99)) / 2)