Right, so look at that line. Try and think about how you've seen text fields set in the past. What is different about it here and is presumably causing the problem?
Guessing that I need to replace listname with something else?
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Right, so look at that line. Try and think about how you've seen text fields set in the past. What is different about it here and is presumably causing the problem?
I'd rather have it work properly, it depends how much trouble you think it is at this point.
And my overtired brain finally figured out what you've meant...take the new script and use it in a new Class Special for the pclass. Did that. I bootstrapped it to the pclass and added ClSpecWhen tags for levels 1, 3 and 5 (when the ability is gained).
I'm just not sure if the script you developed for me just allows the stacking of Favored Enemy with other classes, or if it actually grants the benefits of Favored Enemy as well. If not, then we need to add that as well. I hope this helps.
Guessing that I need to replace listname with something else?
Yes, that does help. I didn't get the impression that the PrC got favored enemies itself, so that was not included in the eval script I made back when.
In that case... What sort of stacking did you want then?
Method 1 (independent levels) - Each class determines the number of favored enemy picks and upgrades it gets based on its own level, and then the number of picks/upgrades is totaled across all classes?
Method 2 (pooled levels) - The levels from the PrC are added to another classes and then the pooled levels are compared to the progression of that chosen base class to determine how many picks and upgrades are granted?
Something new...in addition to adding a selection for a new Favored Enemy on the character sheet for the pclass Monster Hunter tab, there is also what appears to be an army ability Favored Enemy available under the Special Abilities button. That pull-down menu includes a ton of stuff that is NOT usually available for a FE selection, and gives me the following error if I make a selection with it:
Syntax error in dynamic 'candidate' tag expression
- - -
Attempt to access field 'cFav1Level' that does not exist for thing 'tpAnimal'
Location: 'eval' script for Thing 'cRLStudFoe' (Eval Script '#1') near line 42
- - -
Attempt to access field 'cFav1Level' that does not exist for thing 'tpAnimal'
Location: 'eval' script for Thing 'cRLStudFoe' (Eval Script '#1') near line 42
Hope that helps. All I can say is, I don't envy you guys for having to work this stuff out every day!
Nope, listname is just another text field, like any other. What else sticks out?
Try looking at Bravery for a comparison, that might help
I don't know man. I'm going to busy this weekend attending a friend's wedding and won't be able to coach you through this. Why don't you answer my other question and send me a copy of what you have so far. My e-mail is my forum name at wolflair dot com.
Remove the parentheses? Or are they needed for the formula?
I think you're onto something.
var ourbonus as number
ourbonus = field[xIndex].value * 2
field[listname].text = "Soul of Burnished Bronze +" & ourbonus
field[listname].text = "Soul of Burnished Bronze " & signed(field[xIndex].value * 2)
The parenthesis in this context are confusing things, because they suggest a process like "round" or "signed" or "lowercase" but there is nothing prior to them to indicate what that is. So, two possible fixes, either define a variable before hand and use that without any parenthesis, like so:
Code:var ourbonus as number ourbonus = field[xIndex].value * 2 field[listname].text = "Soul of Burnished Bronze +" & ourbonus
Or, I think this might work as well, and is the route I would prefer.
Code:field[listname].text = "Soul of Burnished Bronze " & signed(field[xIndex].value * 2)
One minor problem I discovered for Soul of Burnished Bronze...I made up a test PC with 10 levels of the pclass to try it out, and discovered that the bonus is not increasing with higher levels as it should. It should be +2 at 1st, level, +4 at 3rd level, +6 at 5th, +8 at 7th, and +10 at 9th. It remains +2 consistently.
You probably want fWepFoc instead of fMyWeaFocu, which I'm pretty sure is the mythic version of Weapon Focus.
Look at your eval script which is setting the bonus. Try to fix it yourself, then post your solution script here along with what is currently happening.
My question is how many times did you bootstrap this class special to the class? The way the code is scripted its meant to be bootstrapped 5 times to the class at levels 1, 3, 5, 7, and 9.One minor problem I discovered for Soul of Burnished Bronze...I made up a test PC with 10 levels of the pclass to try it out, and discovered that the bonus is not increasing with higher levels as it should. It should be +2 at 1st, level, +4 at 3rd level, +6 at 5th, +8 at 7th, and +10 at 9th. It remains +2 consistently.
My question is how many times did you bootstrap this class special to the class? The way the code is scripted its meant to be bootstrapped 5 times to the class at levels 1, 3, 5, 7, and 9.
xCount increases as each bootstrap becomes active. So at level 1 xCount will be one. At level 2 xCount is one. At level 3 xCount will become two. Etc etc...