So I'm converting the Rise of the Runelords The Skinsaw Man (which I plan to post when I'm done the entire book as I go), and I've run into the Ugothols. Man that was a test.
I chewed through most of it today and so far so good, but I have a bit of a problem with the Racial Ability "Change Shape". I made it a Racial Special with two check boxes for in-play; "Specific Individual" and "True Form"
First issue:
True form should only be applied for one round, and I'd like it to turn off after a round when using the tactical console if I can make it happen. Is there any way to link the number of rounds to auto-count either expended rounds or turn off in-play abilities that I'm missing?
Since it doesn't seem to do that with Rage in my testing, I am assuming that the system cannot handle it. I figured I would ask just in case I'm wrong.
Second Issue:
I'm at a loss as to how I might add a Morale Bonus to all attacks and all damage.
I'm currently using this code for the ability:
It compiles fine, but when I check to activate it in Hero Lab, I get:
"Attempt to access field 'BonMorale" that does not exist for thing 'Damage'
and there is no change to either the damage or attack bonus
I've tried changing Attack to this:
and it compiles but then activating it in HL gets:
"Attempt to access non-existant child pick 'Attack" from script"
Same problems with:
I've been able to get it to work as a generic bonus, but I'd prefer to get it to apply as a Morale Bonus (which should not stack but be greatest bonus wins). Also, this is certainly Frankenstein code as I've been trying to piece together the whole from a series of partial examples, so please feel free to point out anything that could be either more elegant or is useless.
For instance... what does this really do?
it was at the top of the Rage scripts, and it seemed like something that helped clear states between check boxes, so I left it just in case.
Thanks in advance!
I chewed through most of it today and so far so good, but I have a bit of a problem with the Racial Ability "Change Shape". I made it a Racial Special with two check boxes for in-play; "Specific Individual" and "True Form"
First issue:
True form should only be applied for one round, and I'd like it to turn off after a round when using the tactical console if I can make it happen. Is there any way to link the number of rounds to auto-count either expended rounds or turn off in-play abilities that I'm missing?
Since it doesn't seem to do that with Rage in my testing, I am assuming that the system cannot handle it. I figured I would ask just in case I'm wrong.
Second Issue:
I'm at a loss as to how I might add a Morale Bonus to all attacks and all damage.
I'm currently using this code for the ability:
Code:
~ First, 0, 1
~ Only one of our checkboxes can be active at once
if (field[abilActive].value <> 0) then
perform assign[Helper.ChgDisab2]
perform hero.assign[Custom.UgChanged]
elseif (field[abilAct2].value <> 0) then
perform assign[Helper.ChgDisab1]
perform hero.assign[Custom.UgTrueForm]
endif
--------------------------------------
~ Post-Levels, 10000, 2
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ When imitating a specific individual, Ugothols get +10 disguise (circumstance bonus)
if (field[abilActive].value <> 0) then
#applybonus[ModCirc, hero.child[skDisguise], 10]
endif
--------------------------------------
~ Post-attributes, 10000, 3
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ and abValue2 as the bonus
field[abValue2].value += 2
~ For one round after they shift to their true form, Ugothols gain a +2 morale bonus to attacks, damage, skill checks and saving throws
if (field[abilAct2].value <> 0) then
~+2 to all Attack
#applybonus[BonMorale, hero.child[Attack], field[abValue2].value]
~+2 to all Damage
#applybonus[BonMorale, hero.child[Damage], field[abValue2].value]
~+2 to all Skills
#applybonus[BonMorale, hero.child[AllSkills], field[abValue2].value]
~+2 to all Saves
#applybonus[BonMorale, hero.child[svFort], field[abValue2].value]
#applybonus[BonMorale, hero.child[svRef], field[abValue2].value]
#applybonus[BonMorale, hero.child[svWill], field[abValue2].value]
endif
It compiles fine, but when I check to activate it in Hero Lab, I get:
"Attempt to access field 'BonMorale" that does not exist for thing 'Damage'
and there is no change to either the damage or attack bonus
I've tried changing Attack to this:
Code:
#applybonus[BonMorale, hero.child[pAtkBonus], field[abValue2].value]
and it compiles but then activating it in HL gets:
"Attempt to access non-existant child pick 'Attack" from script"
Same problems with:
Code:
hero.child[Attack].field[BonMorale].value = maximum(hero.child[Attack].field[BonMorale].value, 2)
hero.child[Damage].field[BonMorale].value = maximum(hero.child[Damage].field[BonMorale].value, field[abValue2].value)
I've been able to get it to work as a generic bonus, but I'd prefer to get it to apply as a Morale Bonus (which should not stack but be greatest bonus wins). Also, this is certainly Frankenstein code as I've been trying to piece together the whole from a series of partial examples, so please feel free to point out anything that could be either more elegant or is useless.
For instance... what does this really do?
Code:
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
Thanks in advance!
Last edited: