• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Trying to get a racial "Rage" ability to play nice.

Enforcer84

Well-known member
I'm looking at the raGRjTRage to add something similar to a race.

the issue I'm having is that if the race takes a level of barbarian this should disappear and the barbarian rage rounds should go up 2 rounds a day.

So, in the "doneif" section can I have more than one evaluation?
 
Why not use a if/then with a done inside instead of a doneif?

Code:
if (#levelcount[Barbarian] <> 0) then
  hero.childfound[cBbnRage].field[trkMax].value += 2
  done
  endif
 
So that works great, adding to the class rage feature.
How do I hide my "fake" rage?

This is the script for the racial rage:
Post-Levels 10000 Index 2
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)

~ If we're enraged, apply the stat modifiers for that
var attrbonus as number
var savebonus as number
attrbonus = 4
savebonus = 2

if (field[abilActive].value <> 0) then
hero.child[aSTR].field[Bonus].value += attrbonus
hero.child[aCON].field[Bonus].value += attrbonus
#applybonus[BonMorale, hero.child[svWill], savebonus]
hero.child[ArmorClass].field[Penalty].value -= 2
endif

~ Set up our text fields
field[abSumm].text = "+" & attrbonus & " Str, +" & attrbonus & " Con, +" & savebonus & " to Will saves, -2 to AC when enraged."


Post Levels 10000 Index 3
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)

if (field[abilAct2].value <> 0) then
hero.child[aSTR].field[Penalty].value -= 2
hero.child[aDEX].field[Penalty].value -= 2
perform assign[Helper.ChgDisab1]
endif

Final Phase 100 Index 4

field[trkMax].value += 1 (this was something else originally)

First 680 Index 1


if (field[abilActive].value <> 0) then
perform hero.assign[Hero.Raging]
endif


So the race gets 2 rounds of rage regardless of class but if they're actually a barbarian it adds 2 (which your if statement did wonderfully) what I'd like to do is remove the tracker for the racial version which is subsumed by the class feature.
 
So, look at the tags on your thing. Do you see any that could be related to it showing on the in-play tab tracked resources table? Once you discern that, then you'll know what to delete before you do the "done" in the eval script.
 
Back
Top