bertg wrote:
>
>
> By george, I think I've got it...I tried this script and it seems to work...
>
>
> ~ Get our encumbrance level - if we're encumbered by that, or if we're
> wearing
> ~ armor or shield, we're disabled.
> var result as number
> if (hero.tagis[Encumbered.Light] = 0) then
> result = assign[Helper.SpcDisable]
> done
> endif
> if (hero.tagis[Hero.EquipArmor] + hero.tagis[Hero.EquipShld] > 0) then
> result = assign[Helper.SpcDisable]
> done
> endif
>
> ~ Apply our Intelligence bonus to all our Finesse weapon damage
> hero.child[Damage].field[tDamFiness].value =
> hero.child[Damage].field[tDamStr].value +
> hero.child[aINT].field[aModBonus].value
>
> ~ Apply our Intelligence bonus to all our Light weapon damage
> hero.child[Damage].field[tDamLight].value =
> hero.child[Damage].field[tDamStr].value +
> hero.child[aINT].field[aModBonus].value
>
>
> I had to add the last line since it didn't recognize Light weapons as
> being eligible for Weapon Finesse.
Excellent! Glad to see you got things worked out.
Adding to tDamFiness should probably add to light weapon damage too,
since weapon finesse applies to all of them. I'll get that changed in a
future patch.
Thanks!
--
Colen McAlister (colen@wolflair.com)
Chief Engineer, Lone Wolf Development
http://www.wolflair.com/