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