I've got a class that gains channel energy, so I start by copying the clerics channel energy ability and changing the SpecSource tag listed to my classes helper cHelpDCh, and start by assigning it just that (there are other changes to come) so adding it at first level should give me channel energy like a cleric right? Well close, if I'm neutral or evil it still says "Channel Positive Energy"
I've got everything else working just fine, the alternate progression of dice, the change to d8s at level 20, but this is still baffling me.
My scripts are as follows
Post-Levels/1000
Post-Attributes/10000
Pre-Attribute/10000
Render 10001
Thanks for any insight into this.
Andrew
I've got everything else working just fine, the alternate progression of dice, the change to d8s at level 20, but this is still baffling me.
My scripts are as follows
Post-Levels/1000
Code:
~only perform the calculations for the first copy
doneif (tagis[Helper.FirstCopy] = 0)
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ Set our name properly
var v_turnname as string
call cClrTurnNm
field[livename].text = v_turnname
~ Add our cleric level to our turning level.
~ We need to add to our channeling only, since we no longer stack.
var tagexpr as string
tagexpr = "SpecSource.cHelpDCh"
call ChanEnFind
doneif (state.isfocus = 0)
focus.field[abValue].value += field[xAllLev].value
~ We also need to add a Helper.ChannelPos or ChannelNeg depending on what
~ our alignment or the gods alignment. The cClrTurnNm assigned the
~ appropriate tag to this class special when it set the livename variable,
~ so forward that to the correct xChannel.
perform focus.pushtags[Helper.Channel?]
Post-Attributes/10000
Code:
~only perform the calculations for the first copy
doneif (tagis[Helper.FirstCopy] = 0)
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~we can turn undead 3 + CHA mod / day
~ We need to add to our channeling only, since we no longer stack.
var tagexpr as string
tagexpr = "SpecSource.cHelpDCh"
call ChanEnFind
doneif (state.isfocus = 0)
focus.field[trkMax].value += 3 + hero.child[aCHA].field[aModBonus].value
Pre-Attribute/10000
Code:
~ We need to change the channeling dice to match the new progression
var tagexpr as string
tagexpr = "SpecSource.cHelpDCh"
call ChanEnFind
doneif (state.isfocus = 0)
if (field[xAllLev].value >= 20) then
focus.field[abValue2].value = 12
elseif (field[xAllLev].value >= 18) then
focus.field[abValue2].value = 11
elseif (field[xAllLev].value >= 16) then
focus.field[abValue2].value = 10
elseif (field[xAllLev].value >= 14) then
focus.field[abValue2].value = 9
elseif (field[xAllLev].value >= 12) then
focus.field[abValue2].value = 8
elseif (field[xAllLev].value >= 11) then
focus.field[abValue2].value = 7
elseif (field[xAllLev].value >= 10) then
focus.field[abValue2].value = 6
elseif (field[xAllLev].value >= 8) then
focus.field[abValue2].value = 5
elseif (field[xAllLev].value >= 6) then
focus.field[abValue2].value = 4
elseif (field[xAllLev].value >= 4) then
focus.field[abValue2].value = 3
elseif (field[xAllLev].value >= 2) then
focus.field[abValue2].value = 2
else
focus.field[abValue2].value = 1
endif
Render 10001
Code:
~ Set our name properly
if (field[xAllLev].value >= 20) then
var tagexpr as string
tagexpr = "SpecSource.cHelpDCh"
call ChanEnFind
doneif (state.isfocus = 0)
var v_turnname as string
call cClrTurnNm
focus.field[livename].text = v_turnname
focus.field[sbName].text = focus.field[thingname].text
~append the damage to the name
focus.field[livename].text &= " " & focus.field[abValue2].value & "d8"
focus.field[sbName].text &= " " & focus.field[abValue2].value & "d8"
if (focus.field[abValue3].value <> 0) then
focus.field[livename].text &= signed(focus.field[abValue3].value)
focus.field[sbName].text &= signed(focus.field[abValue3].value)
endif
endif
Thanks for any insight into this.
Andrew
Last edited: