diff --git a/PFRPG_Gestalt_Class.user b/PFRPG_Gestalt_Class.user index f1da61f..52664fe 100644 --- a/PFRPG_Gestalt_Class.user +++ b/PFRPG_Gestalt_Class.user @@ -70,19 +70,19 @@ - ~ Clear Fort, Ref, Will and BAB values + ~ Clear Fort, Ref, Will and BAB values ~ This prevents the Save and BAB tags from having an effect ~ on the this class. field[cClassFort].value = 0 field[cClassRef].value = 0 field[cClassWill].value = 0 field[cClassBAB].value = 0 - ~ Clear Gestalt BAB and saves + ~ Clear Gestalt BAB and saves perform delete[cAttack.?] perform delete[cFort.?] perform delete[cRef.?] perform delete[cWill.?] - - - = 2) Then #skillbonus[skAcrobat] += 1 Endif @@ -221,17 +221,17 @@ If (hero.tagcount[ClassSkill.skUseMagic] >= 2) Then #skillbonus[skUseMagic] += 1 Endif - + ~ Craft Class Skills If (hero.tagcount[ClassSkill.Craft] >= 2) Then #skillbonus[AllCraft] += 1 Endif - + ~ Profession Class Skills If (hero.tagcount[ClassSkill.Profession] >= 2) Then #skillbonus[AllProf] += 1 Endif - + ~ Knowledge Class Skills If (hero.tagcount[ClassSkill.Knowledge] >= 2) Then #skillbonus[AllKnow] += 1 @@ -270,7 +270,7 @@ #skillbonus[skKnowOth] += 1 Endif Endif - + ~ Perform Class Skills If (hero.tagcount[ClassSkill.Perform] >= 2) Then #skillbonus[AllPerform] += 1 @@ -312,7 +312,7 @@ - - 0) then #resmax[resBackSkl] += -3 Else #resmax[resBackSkl] += -4 Endif]]> - ~ At this point we have a single classes skills but we need to now + ~ At this point we have a single classes skills but we need to now ~ add in Int bonus and we need to add any special skill bonuses ~ like those a human gets. ~ Note: This runs once per gestalt level ~#resmax[resSkill] += hero.child[aINT].field[aBonus].value ~#resmax[resSkill] += herofield[tSkBonus].value - ~ Push a very early level tag so we know what gestalt level we are + ~ Push a very early level tag so we know what gestalt level we are perform hero.assign[Gestalt.Level] 0) Then perform field[usrChosen1].chosen.assign[Helper.FixedHP] perform field[usrChosen1].chosen.assign[Helper.CLNoHP] perform field[usrChosen1].chosen.assign[Gestalt.Chosen] - perform field[usrChosen1].chosen.linkage[helper].pulltags[cAttack.?] - perform field[usrChosen1].chosen.linkage[helper].pulltags[cFort.?] - perform field[usrChosen1].chosen.linkage[helper].pulltags[cRef.?] - perform field[usrChosen1].chosen.linkage[helper].pulltags[cWill.?] - perform field[usrChosen1].chosen.pulltags[FavClass.?] Endif If (field[usrChosen2].ischosen <> 0) Then perform field[usrChosen2].chosen.assign[Helper.FixedHP] perform field[usrChosen2].chosen.assign[Helper.CLNoHP] perform field[usrChosen2].chosen.assign[Gestalt.Chosen] - perform field[usrChosen2].chosen.linkage[helper].pulltags[cAttack.?] - perform field[usrChosen2].chosen.linkage[helper].pulltags[cFort.?] - perform field[usrChosen2].chosen.linkage[helper].pulltags[cRef.?] - perform field[usrChosen2].chosen.linkage[helper].pulltags[cWill.?] - perform field[usrChosen2].chosen.pulltags[FavClass.?] Endif ~ If both not picked then get out now! @@ -406,10 +396,10 @@ ~ If the source isn't selected, get out now doneif (hero.tagcount[source.srcGesSave] = 0) - + ~ If we aren't exactly the level of the picker get out now doneif (hero.tagcount[Gestalt.Level] <> tagvalue[ClSpecWhen.?]) - + ~ Calculate if both classes have a Good save for the bonus if selected If (field[usrChosen1].chosen.linkage[helper].pulltags[cFort.Good] + field[usrChosen2].chosen.linkage[helper].pulltags[cFort.Good] = 2) Then hero.child[svFort].field[svMisc].value += 1 @@ -420,7 +410,7 @@ If (field[usrChosen1].chosen.linkage[helper].pulltags[cWill.Good] + field[usrChosen2].chosen.linkage[helper].pulltags[cWill.Good] = 2) Then hero.child[svWill].field[svMisc].value += 1 Endif]]> - field[usrChosen1].chosen.linkage[helper].field[cSkills].value = 0 + field[usrChosen1].chosen.linkage[helper].field[cSkills].value = 0 field[usrChosen2].chosen.linkage[helper].field[cSkills].value = 0 - - + 1) ~ If both classes not picked then get out now! @@ -474,7 +463,7 @@ foreach pick in hero from FavClass where tagids[FavClass.?,"|"] perform eachpick.assign[FavClass.cS2Gestalt] nexteach]]> - 2) @@ -492,26 +481,26 @@ ~ Valdacil: added calcvalue to get 2ndClassSkillPoints/2 field[dmrPenTrt].value = maximum(field[usrChosen1].chosen.linkage[helper].field[cSkills].value,field[usrChosen2].chosen.linkage[helper].field[cSkills].value) - + If (hero.tagcount[source.srcGesSkll] > 0) then calcvalue = minimum(field[usrChosen1].chosen.linkage[helper].field[cSkills].value,field[usrChosen2].chosen.linkage[helper].field[cSkills].value) * 0.5 calcvalue = round(calcvalue,0,-1) field[dmrPenTrt].value += calcvalue EndIf]]> - 0) Then @@ -521,12 +510,12 @@ calcvalue = maximum(calcvalue,0) levelHD = levelHD + calcvalue Endif - - ~ If this is 1st lvl, set HD value - If (tagvalue[ClSpecWhen.?] = 1) then + + ~ If this is current lvl, set HD value + If (hero.tagcount[Gestalt.Level] = tagvalue[ClSpecWhen.?]) Then root.field[cHDSides].value = levelHD EndIf - + ~ Zero out the two gestalt classes Hit Die value ~field[usrChosen1].chosen.linkage[helper].field[cHDSides].value = 0 ~field[usrChosen2].chosen.linkage[helper].field[cHDSides].value = 0 @@ -534,19 +523,27 @@ ~ Zero out the two gestalt classes Hit Points value field[usrChosen1].chosen.field[cHP].value = 0 field[usrChosen2].chosen.field[cHP].value = 0 - + + ~ If we aren't using Max or Avg HP rules, get out now + doneif (hero.tagcount[source.OptHPs] + hero.tagcount[source.OptHPAvg] = 0) + ~ Try to find the matching class level perform hero.findchild[BaseClLev, "thingid.cS2Gestalt & fieldval:cThisIndex = " & index].setfocus ~ if I failed to find it, get out now doneif (state.isfocus = 0) - - ~ Set the HP for this level + + ~ Set the HP for this level if using Max or Avg HP + If (hero.tagcount[source.OptHPs] > 0) Then + calcvalue = levelHD + ElseIf (hero.tagcount[source.OptHPAvg] > 0) Then + calcvalue = round(levelHD /2,0,1) + EndIf trustme - focus.field[cHP].value = levelHD]]> - + - 1) - + ~ Calculate starting wealth based on both classes var calcvalue as number var startwlth as number @@ -586,5 +583,8 @@ startwlth = maximum(field[usrChosen1].chosen.linkage[helper].field[cSCRNumDce].value,field[usrChosen2].chosen.linkage[helper].field[cSCRNumDce].value) startwlth = startwlth + calcvalue root.field[cSCRNumDce].value = startwlth]]> + ~ Zero out the two gestalt classes Hit Die value + field[usrChosen1].chosen.linkage[helper].field[cHDSides].value = 0 + field[usrChosen2].chosen.linkage[helper].field[cHDSides].value = 0