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How do I do this? (Pathfinder)

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?
 
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.

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 (independant 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 totalled 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?
 
Guessing that I need to replace listname with something else?

Nope, listname is just another text field, like any other. What else sticks out?

Try looking at Bravery for a comparison, that might help
 
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Favored Enemy stacking

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?

Good question. Assuming that each gives the same end result, it might not matter. Right now the output appears to show up in both classes, which is Method 1. My preference would be for each class to track the additions by class separately, but factor in the stacking for upgrades. That may not be feasible. I'm good with "good enough" on this one, whatever involves the least amount of work.
 
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!

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.
 
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.

No worries. This is volunteer work on your part and the other developers. I was hoping to get more input from non-employee programmers, I'm impressed that I'm getting the Big Guys in on this! I don't expect any one person to do a ton of work to help me here so if you can't I have zero problem with it. There's nothing I'm doing with the new rules scripting that I can't live without in some fashion. I'm grateful for whatever you can do that's not going to interfere with your work life or real life and don't expect more.

I'll try to copy what I have and zip it out to you. It isn't much.
 
I think you're onto something.

Well...I've removed the (), moved one, then the other, to try to find the right placement...I'm sorry, I am just not finding it. Probably because I don't understand all the formula functions.
 
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)
 
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)

Aaaand we have a winnah with #2!

Thanks a million! I never would have gotten this without your help. Enjoy the wedding!
 
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.
 
Another quick one, since I'm at it: How do I get this Expr-script to add shortspear requirement for Weapon Focus (shortspear)? This is what I have so far.

#hasfeat[fMyWeaFocu] <> 0
 
You probably want fWepFoc instead of fMyWeaFocu, which I'm pretty sure is the mythic version of Weapon Focus.
 
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.

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.
 
You probably want fWepFoc instead of fMyWeaFocu, which I'm pretty sure is the mythic version of Weapon Focus.

That did it, thanks! I guess that's what the "My" part of the name is for then, Mythic. I'll avoid those in the future! In fact I think there are a few I need to go find and change...
 
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.

I looked, but the thing is I didn't write this script, you guys did it for me (thanks!), so I really don't understand how it works.

Here's what is there so far. 2 eval fields.

Post-levels 10000 1

~only perform the calculations for the first copy
doneif (tagis[Helper.FirstCopy] = 0)

field[abValue].value += (field[xCount].value * 2)



Render 10000 2

field[listname].text = "Soul of Burnished Bronze " & signed(field[xIndex].value * 2)

~only perform the calculations for the first copy
doneif (tagis[Helper.FirstCopy] = 0)

field[abSumm].text = signed(field[abValue].value) & " to Will saves vs. vampire or vampire spawn supernatural special attacks."
field[livename].text = field[thingname].text & " " & signed(field[abValue].value)
field[sbName].text = lowercase(field[thingname].text) & " " & signed(field[abValue].value)

~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)

doneif (tagis[Helper.SpcDisable] <> 0)

#situational[hero.child[svWill], signed(field[abValue].value) & " sacred bonus vs. vs. vampire or vampire spawn supernatural special attacks",field[thingname].text]
 
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...
 
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...

Oho! I didn't realize that it could stack by adding it multiple times! That makes a lot of sense. I just added more copies to the class and...BINGO! +10 bonus at level 10! Many thanks! I can make use of variants on this now for many different pclass abilities!
 
Some quick prerequisite questions for Pclass Expr-reqs: how do I add prereqs here for BAB and base Will save (not counting Ability and other modifiers, just from levels)?
 
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