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*UPDATE*
I was trying to add a class special that would add my charisma modifier to my saving throws from level two and on. Here is the code that ended up working for me.
var level as number
level = herofield[tTotLevel].value
if (level >= 2) then
~ Add charisma bonus to saves
hero.child[vFort].field[Bonus].value = hero.child[vFort].field[Bonus].value + hero.child[aCHA].field[aBonus].value
hero.child[vRef].field[Bonus].value = hero.child[vRef].field[Bonus].value + hero.child[aCHA].field[aBonus].value
hero.child[vWill].field[Bonus].value = hero.child[vWill].field[Bonus].value + hero.child[aCHA].field[aBonus].value
endif
if (herofield[tTotLevel].value >= 2) then
[code]
As for the rest, I can't remember if there is a way to add to all saves at once in one line. I'm not at a computer with HL installed, but you could look at the adjustments. I believe there is one that does all, and that might show you a way to do all at once.
EDIT: Ok, I guess there isn't an adjustment that does all three. My bad. Looking at the cloak of resistance, it appears your method is about as efficient is it will get.
Sendric had the correct idea. I will try that again but I believe the class special abilities have a different naming convention from the generic special abilities. Thanks for the ideas and feel free to keep them coming. Anything helps.
hero.tagis[Hero.WildShape] <> 0