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Old 01-04-2008, 04:51 AM   #31
Dinonykos
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Default Re: Calling All True Believers...

Quote:
Originally Posted by manikus View Post
The way I'm doing it is to create an item (cursed) called 'Super Strength 1 (up to 7). The PC readies it and voila!
This is interesting. You mean the Player has to make the PC ready it? Thus the super-power is not present right from the start? (For this reason I asked in the other thread if it is possible to make a PC/NPC ready an item...)
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Old 01-04-2008, 05:44 AM   #32
Funky Dynamite
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Question Mark Re: Calling All True Believers...

Hey, Manikus,
I was playing around with that script you mentioned, it works perfectly, but one small problem. When i have the character unready the item, the stat doesn't go back down to it's true value. Any way to fix that?
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Old 01-04-2008, 09:28 AM   #33
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Default Re: Calling All True Believers...

Dinonykos: Yes, there is that issue with readying the item. I have an idea that I will test in DC today though...
I thought about using quests to track/give super powers to PCs, but it seemed like a lot more work.

Funky Dynamite: If the item is cursed, they shouldn't be able to unready it. If you want them to be able to unready it, you have to add another script to the item to return to the lower stat or remove the special ability.
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Old 01-05-2008, 03:21 AM   #34
Funky Dynamite
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Default Re: Calling All True Believers...

I know that. I didn't make my item cursed, I just made my item removable. I was just wondering is there anyway to get the true value back after the item is unreadied
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Old 01-05-2008, 09:40 AM   #35
manikus
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Default Re: Calling All True Believers...

Yes, there is. But, you have to give the item more scripts. You would have to make the item so that it set ASL that stored the original stat, then change the stat. Upon unreadying the item, it would need to retrieve the info from the ASL and use that to return the stat to it's original value.
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Old 01-06-2008, 04:58 AM   #36
Funky Dynamite
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Default Re: Calling All True Believers...

Ok, I thought adding another script was the answer. Problem is, I don't know anything about this script.
Forgive my ignorance, but what's a ASL?
ad how do I code a script to code for storing the original stat?
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Old 01-06-2008, 09:18 AM   #37
manikus
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Default Re: Calling All True Believers...

Oh SilentThief...this is your cue.
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Old 01-07-2008, 05:53 AM   #38
Funky Dynamite
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Default Re: Calling All True Believers...

Ok, I've figured most of it out.
I want an item to increase a stat when it's readied and set it back to the original stat value when it's unreadied....
I was playing arround with the script editor tonight. (Duh, I didn't even know that there -were- deactivation scripts.) I got it to work...err...kinda.
Whenever I unready the item, the stat drops down to 3 (and let's say, the stat was 16 before I readied the item), this happens to whatever character I try the item on.
Here's what my deactivation script look like:
$RETURN $SET_CHAR_STR($IndexOf($Target()),false);
What am I doing wrong?
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Old 01-08-2008, 06:53 AM   #39
Dinonykos
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Default Re: Calling All True Believers...

I have not yet experimented with some of the expressions you used in your script, but perhaps the script sets the stat to the base value of the specific race, not to the value that was rolled/set for the specific character, is that possible?
Which means in your case the base strength was 3 for the specific race.
Just an idea...
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Old 01-08-2008, 07:22 PM   #40
manikus
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Default Re: Calling All True Believers...

I think Dinonykos might be on to something.
The word that I would change is 'false'. In place of it, you should either put a number or a variable (such as what is set in an ASL if you are using them).
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