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Dungeon Craft => Dungeon Craft - Development => Topic started by: ArmorNox (Funky Dynamite) on December 01, 2016, 03:53:25 PM

Title: Fds class
Post by: ArmorNox (Funky Dynamite) on December 01, 2016, 03:53:25 PM
Okay, Manikus told me to start another thread in this particular sub-forum.  What I'm trying to do is create a Assassin class with spell casting abilities, with fewer thevish skills.  Unfortunately, it is not functioning in DC.He said I should also post a text file of what I have.  At the beginning of this, I cobbled together a...I don't know what to call it...base class data?   Is this what you needed, or you need something else?
To further clarify, I know I make some weird stuff.  I'm aware the Ability Requirements are outside the norm.  ...As i said, weird.  "Plane-Touched" is my own custom race, which needs some fine tuning on my part but seems to be working fine.  Like I said before, I cobbled it together from the other classes and tried to adjust things here and there.  I used the EXP from the Paladin, the Base Spells Levels from the Magic user (my class does cast  fewer than  a normal Magic User, but I was just trying to get in the class into the engine...), saving throws from the Assassin, and the thevish skills that were appropriate to the class....
Title: Re: Fds class
Post by: manikus on December 01, 2016, 06:03:56 PM
Looking through your baseclass, I hope to be able to help you fix it so that it works as you desire and to provide some idea of how this database works for anyone else who might want to create their own classes.

Issue #1 - thieving skills adjustments
Starting at line #153 are the Skill adjustments for thieviing skills. The lines are not syntactically inorrect, but they will never advance the starting number because you have a different baseclass lsited, in this case "assassin". No matter how many levels you achieve in your terminator baseclass, your assassin level will always be 0, so your score will never improve

Issue #2 - saving throw adjustments
The same issue that affects the thieving skills affects your baseclass saving throws - unless you have levels in assassin (which you could conceivably have in a multi-class I guess) you will never improve.

Both of these should follow the format

SkillAdjBaseclass = Skill name,terminator,modifier,#1,#2,...#40

Issue #3 - Thieving Skills showing in character view
You need to open up your special abilities database and go to the Global_Display SA.
This is a big SA, but don't worry, you want to use the "Find" function of your text editor to look for the line:
Code: [Select]
-$IF (class == "Assassin" || class == "Thief")
Change this line to:
Code: [Select]
-$IF (class == "Assassin" || class == "Thief" || class == "Terminator")

Issue #4 - magic spells
yeah, I got nothing for this one...yet.
Fix the other issues and re-import everything and then we will work on this issue.
Title: Re: Fds class
Post by: Paul R. Stevens on December 01, 2016, 06:28:59 PM
Quote from: Manikus
This is a big SA, but don't worry, you want to use the "Find" function of your text editor to look for the line:
Code: [Select]
-$IF (class == "Assassin" || class == "Thief")

Here is an example of something I would try to avoid.
If certain classes have special characteristics, they should
not be identified via tests for their names.  This is an example
of 'hard-coding' that we are trying to avoid and have very
much successfully avoided in the engine.  If they are somehow
special, they should be identified by having a SpecialAbility.
This particular example should make the reason clear.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 01, 2016, 07:44:50 PM
Here is an example of something I would try to avoid.
If certain classes have special characteristics, they should
not be identified via tests for their names.  This is an example
of 'hard-coding' that we are trying to avoid and have very
much successfully avoided in the engine.  If they are somehow
special, they should be identified by having a SpecialAbility.
This particular example should make the reason clear.

I'm not quite understanding, Paul.  Are you you saying I shouldn't be messing with it...?  Or are you just saying this feature of the program is flawed and it needs work?
Title: Re: Fds class
Post by: Nol Drek on December 01, 2016, 07:50:20 PM
Quote from: Manikus
This is a big SA, but don't worry, you want to use the "Find" function of your text editor to look for the line:
Code: [Select]
-$IF (class == "Assassin" || class == "Thief")

If they are somehow
special, they should be identified by having a SpecialAbility.
This particular example should make the reason clear.

You are saying that there should be a SA called something like "ThiefAbilities" and that the Global_Display SA should check whether a character has the "ThiefAbilities" SA instead of checking the class name. I can see how this would make it easier to create new classes by making changes in one location instead of two.
Title: Re: Fds class
Post by: Nol Drek on December 01, 2016, 07:54:33 PM
I assume that Fds class refers to Funky Dynamite's class, not to: http://www.fds.info/
Title: Re: Fds class
Post by: Paul R. Stevens on December 01, 2016, 07:56:08 PM
Quote
easier to create new classes by making changes in one location instead of two.

It is more than that.  How do you know that there
are not three places that need updates?  Four?
Five?  How could you know?  Only by searching for
something in the SpecialAbilities database.  How do
you know what to search for?   Hmmmm.  A tough
task for a beginner.  Tough even for an expert to
remember to do the search and how to perform such
a search.  How do you know when such a search is
necessary? 

Copying a 'Thief' class and making adjustments is
so much more straight-forward.
Title: Re: Fds class
Post by: SilentThief on December 02, 2016, 01:50:26 AM
To further clarify, I know I make some weird stuff.  I'm aware the Ability Requirements are outside the norm.  ...As i said, weird.  "Plane-Touched" is my own custom race, which needs some fine tuning on my part but seems to be working fine. 

FD -- its great that you are experimenting with this. Its addressing an area that (afaik) has not had a lot of documentation on. Also, its good to see you back doin the custom stuff. I've been off the forum for a bit and was glad to see you returned.

ST
Title: Re: Fds class
Post by: manikus on December 02, 2016, 01:11:15 PM
Paul, you are absolutely right. And what is more, you have pointed out this kind of thing to me before. I will fixx this, but not right this moment, as fixing Global_Display and Competing mamy take me some time, so I want to wait until the end of the month when the library will be closed and there will be four or five days in a row with no internet to interrupt me. :D

Not coincidentally, these two SAs are by far the larges in the database. I suspect there is more than just this one issue with each of them that I need to cahnge.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 02, 2016, 09:09:23 PM
FD -- its great that you are experimenting with this. Its addressing an area that (afaik) has not had a lot of documentation on. Also, its good to see you back doin the custom stuff. I've been off the forum for a bit and was glad to see you returned.

ST

Thank you, ST.  Um, I really got out of DC when 1.00 came out, and when I tried to upgrade, and my version of the program...well, to put it politely nuked itself.  Life happened as it does, got a new comp, and recently started watching streams of players playing the old Ravenloft games by SSI?, which I'm a HUGE fan of (I played a weird Ravenloft campaign for about a decade), and Menzoberranzan, and I thought "hmmm...." When I go hmmmm, things tend to get interesting.... :D  I tracked down the most recent version of DC, had trouble again....contacted Manikus...and here we are.
Like I said, I'm the guy who does off the wall stuff.   I have a loose style that puts story first in RPs.  Hence  have a lot of clashing elements in my campaigns, but I make them work...  So, I have a habit of trying unusual stuff that people have rarely tried before. ...or at least putting it together with other elements....

Anyway, Manikus, I did what you said.  Class now has thevish skills....   My custom race nuked itself, but I eventually fixed it...somehow.
I do have more questions, but they'll hold.
Title: Re: Fds class
Post by: manikus on December 03, 2016, 03:05:20 PM
Feel free to ask questions - it's the only way you'll get answers. ;)
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 03, 2016, 06:30:05 PM
okay then....
My first question is about Infravision...night vision? Whatever the term is....
a.) How to put it onto a item....
b.) How to give  it to a race...
Title: Re: Fds class
Post by: manikus on December 05, 2016, 02:30:00 PM
okay then....
My first question is about Infravision...night vision? Whatever the term is....
a.) How to put it onto a item....
Add a line to the item record that is:
Code: [Select]
Special Ability = Infravision,60
In the editor, just click on the Special Ability button and type in a name. :)

b.) How to give  it to a race...
You add aline just like above.
OR
Code: [Select]
Skill = Infravision,60

I used "60" to represent the number of feet that the Infravision might be good for. :)
As a point of fact, the appropriate races in the default database already have the Infravision skill.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 05, 2016, 08:54:49 PM
Yes, I know.  I saw it in the data file.  It's just that I recently did some relatively heavy editing on he items, mostly to fit with my own house rules, and added quite a few items, including one similar to the Eyes of Charming, that gives infravision.  No, I didn't delete anything, I know that would be...bad, just tweaked things here and there. 

What do you mean item record...?  Simply in the editor or do I have to add a line of code somewhere else?
Title: Re: Fds class
Post by: manikus on December 06, 2016, 01:17:31 PM
Yes, I know.  I saw it in the data file.  It's just that I recently did some relatively heavy editing on he items, mostly to fit with my own house rules, and added quite a few items, including one similar to the Eyes of Charming, that gives infravision.  No, I didn't delete anything, I know that would be...bad, just tweaked things here and there. 

What do you mean item record...?  Simply in the editor or do I have to add a line of code somewhere else?

Sorry to drop "record" in there. I meant 'item' or 'spell' or 'race', whichever database you are working in.

If you add something in the editor, you don't need to add it in the text file and vice versa (assuming that importing and exporting are keeping both of your copies up-to-date).
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 08, 2016, 01:16:16 AM
Understood, but I actually meant I didn't have  to add it to a SA or something similar...
so...like this?
[infravisionexample]

Also, I have been stumbling into an error whenever I go to dual class (not multi) a character...
[dualclasserror]
Anyone else have this?
Title: Re: Fds class
Post by: manikus on December 08, 2016, 12:43:12 PM
Understood, but I actually meant I didn't have  to add it to a SA or something similar...
so...like this?
[infravisionexample]
That looks right. Personally, I wouldn't call it that "Special Ability Infravision", you don't need to lavel it Special Ability because it is found in the SA spot in the editor and if you export the database, it will read:
Special Ability = Special Ability Infravision

Also, I have been stumbling into an error whenever I go to dual class (not multi) a character...
[dualclasserror]
Anyone else have this?
Can you please make a mini-mod that shows this problem so that I can easily duplicate this?

How to make a mini-mod:
http://ua.reonis.com/index.php?topic=2588.0
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 08, 2016, 07:36:02 PM
Okay, I hope I did this right.  I think I followed all the rules you guys set down....
Enclosed in the mod is a "README" file that has the info....
I hope .7z is ok
Title: Re: Fds class
Post by: manikus on December 09, 2016, 03:19:13 PM
Hey FD.

You do not need to include the Resources folder unless you have a bug for an image or sound that is different from the default art. You also do not need to include the execuatble file.

Thanks for adding this, I will take a look at it and proceed as applicable.
Title: Re: Fds class
Post by: manikus on December 09, 2016, 03:48:30 PM
Okay, I use 7z (my preferred archiver) and trying to unpack this archive I get 124 errors.
Title: Re: Fds class
Post by: Paul R. Stevens on December 09, 2016, 06:21:17 PM
I downloaded it at 6:20 pm central time Friday and it worked OK
using 7-zip version 9.22 Beta.

Unfortunately, there was no playfile.log and changing the
last recording to a playfile did not work at all.
Title: Re: Fds class
Post by: manikus on December 09, 2016, 06:33:04 PM
I downloaded it twice.
I am using 7zip 16.02 64-bit.
124 errors.
Title: Re: Fds class
Post by: Paul R. Stevens on December 09, 2016, 06:52:02 PM
I just opened it with 7-zip 16.04 [64-bit] without errors.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 10, 2016, 12:47:40 AM
Sigh...
Really sorry guys.  A lot of firsts for me there.  Do you want me to try to do it again?
Title: Re: Fds class
Post by: manikus on December 12, 2016, 01:29:26 PM
Well, if Paul doesn't need me to do anything, then it seems you're fine. I still can't open it without all those errors, so I can't really help out at this time.
Title: Re: Fds class
Post by: Paul R. Stevens on December 12, 2016, 04:00:28 PM
IT did not contain a playfile and I don't know
exactly what I am to do to cause the error.

Since I have the entire design, including resources,
all I need is a playfile.log that causes the error.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 13, 2016, 07:30:07 PM
okay, where would I find that?
Title: Re: Fds class
Post by: Paul R. Stevens on December 13, 2016, 10:05:45 PM
OK.....A little explanation.

I am assuming the problem arises in the engine, not
the editor.  We want to make a recording of the
error so that I can cause the same error here.

Start with the design you posted.  Exactly that
design.  No changes.

Use the latest Dungeoncraft.exe.
http://dianneandpaul.net/UAF/DungeonCraft_259.7z
Run Dungeoncraft in that design directory.  Press
Control-R.  That starts the recording process.

Play the game and cause the error.  Be careful not
to overwrite any save game that you loaded as
you began play.

Exit the game.  There will be a recording in the data
directory.  If there is more than one use the latest.
Its name is Recordnnnn.log.  Change its name to
Playfile.log.

Now you need to verify that the error can be reproduced
with that playfile.  Run Dungeoncraft again.
Press Control_P.  That will play the same game again,
using the playfile to duplicate all your mouse and keyboard
input,  and therefore the error should be reproduced. 

Send me that Playfile.log so that I can reproduce the error
using the same design that you posted previously.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 14, 2016, 01:25:53 AM
okay, thank you.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 14, 2016, 01:48:04 AM
Okay, that worked.  A bit wonky but seemed to have worked.
posting the  log now
Title: Re: Fds class
Post by: Paul R. Stevens on December 14, 2016, 10:14:53 AM
It is beautiful.  Fails quickly and totally.  Thank you.

What do you mean 'wonky'?  Is that a suggestion
for improvement?  An exclamation of excellence?
A cry of puzzlement?
Title: Re: Fds class
Post by: Paul R. Stevens on December 14, 2016, 12:15:19 PM
Manikus:  (or anyone interested)

The failure reported has to do with determining a characters's
BASECLASS level.  In this particular instance, to satisfy
a script executing $GetBaseclassLevel() function.

The original code did some strange things like looking at
previous levels.

Here is what it does now:

Under normal (defined in a bit) circumstances the code returns
the current level of the character's baseclass.

Under abnormal circumstances, the code dies a noisy death for
lack of understanding of what should be done.

Definition of abnormal circumstances:
   1) The character is DualClass
   and
   2) The character can use previous class

The code says that a character is "Dual Class"
if any of his baseclasses has a 'previous level'.
Whatever that means.

The code says a character can 'Use Previous Class'
if he is 'Dual Class' and  (from April 2013)
Quote from: Manikus
/*
I would like to treat each baseclass separately if
it occurs in the original and new classes, but as
part of a group if it doesn't, and I'll try to be
clear in what I mean...

PC starts off as baker/lawyer/grocer of
levels 5/6/7 respectively

  scenario 1
  PC changes to plumber/salesman/soldier
-> when the lowest new baseclass reaches one higher
than the highest original baseclass (in this case
an '8') then the PC gets the use of the original
baseclasses back.

 
scenario 2
PC changes to baker/gardener/dancer
->baker stays at 5, but other two new baseclasses
are at 1, and when the lowest of them is 1 higher
than the highest of the two remaning original baseclasses
(again an '8'), then the two original baseclasses can be
used by the PC at their previous levels of 6/7.
*/


Comments, Anyone?
Title: Re: Fds class
Post by: manikus on December 14, 2016, 01:25:32 PM
First a question about recorded logs -> do they not record automatically? Or is that they only record automatically when the eiditor is on?

Okay, baseclasses:
There are actually three ways they get used with PCs
Single Class
     eg. Joe is a Pumber
Multi-class
     eg. Janet is a Plumber/Carpenter/Neurologist
Dual Class
     eg. Jimmy is currently a Plumber but used to be a Neurologist AND as a Plumber has surpassed  his previous level as a Neurologist (which allows him to function as a Plumber and Neurologist but can only gain levels in the current class, not in any previous class or classes).

If I recall correctly, back in the day "Previous Level" was to track Dual Class characters and to keep track of current and previous levels for certain spells and monster effects, ef. Drain.
Title: Re: Fds class
Post by: Paul R. Stevens on December 14, 2016, 04:01:59 PM
Try version 2.60.  It will get you farther.

http://dianneandpaul.net/UAF/DungeonCraft_260.7z
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 17, 2016, 06:22:25 PM
It is beautiful.  Fails quickly and totally.  Thank you.

What do you mean 'wonky'?  Is that a suggestion
for improvement?  An exclamation of excellence?
A cry of puzzlement?

no, Paul, wonky on my part.  I'm a bit slow on my keystrokes
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 17, 2016, 08:35:10 PM
Try version 2.60.  It will get you farther.

http://dianneandpaul.net/UAF/DungeonCraft_260.7z

sigh.
I always have trouble with this....
How do I implement this?
Title: Re: Fds class
Post by: Paul R. Stevens on December 18, 2016, 10:59:39 AM
You implement it by replacing the old version of the
engine with the new version of the engine.

You download the .7z file.

You unpack it.  It contains an .exe file

You put the .exe file in your design folder where
the old Dungeon Craft.exe file was.

You probably whould rename the old .exe file (or
delete it) and rename the new one "Dungeon Craft.exe".
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 18, 2016, 11:52:36 PM
nod, okay.  thats what I thought.
...has the starting equipment issue been fixed yet by any chance?
....
okay, I keep running into problems....  Now, i'm trying to make a few items that can cast spells.  but most of the spells are causing 0 damage.  I keep trying to change the spell level on the item, but it doesn't appear to stick.  Am I doing something wrong?
Title: Re: Fds class
Post by: manikus on December 19, 2016, 01:10:22 PM
What is the starting equipment issue?
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 19, 2016, 10:06:50 PM
meaning can you set it? i can't figure out how. the option is greyed out on mine.
Title: Re: Fds class
Post by: manikus on December 20, 2016, 01:00:21 PM
meaning can you set it? i can't figure out how. the option is greyed out on mine.

It's set in the class database. Open up classes.txt and look at an example class. It will have a line that reads:
Code: [Select]
Starting Equipment =

In the blank space on the right side of the equals sign, put the name of item.
One line per item, as many lines as you need for each class.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 20, 2016, 10:21:08 PM
ok, nod.
what about the spells casting off the items?  how do I get the damage up from 0?
Title: Re: Fds class
Post by: manikus on December 21, 2016, 01:14:09 PM
ok, nod.
what about the spells casting off the items?  how do I get the damage up from 0?

Are we talking about items/spells that are already in the databases or new ones?
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 21, 2016, 08:12:54 PM
new ones.  I tried making some the other day, but most of the spells were causing 0 damage
Title: Re: Fds class
Post by: manikus on December 22, 2016, 01:04:25 PM
new ones.  I tried making some the other day, but most of the spells were causing 0 damage

You'll need to post the txt veersions of the databases for me to help with this.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on December 24, 2016, 11:05:09 PM
the items .txt?
Title: Re: Fds class
Post by: manikus on December 27, 2016, 01:38:13 PM
the items .txt?

items.txt, spells.txt and if any special Abilities are used, specialAbilities.txt
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 05, 2017, 01:43:20 PM
Sorry about the delay.  Busy with the holidays, and a new campaign I'm setting up.  Okay, I haven't really  messed with the spell and special abilities with the said items, but I'll post those anyway.  The items in question are the "Arcana Knowledge"  or something similar.
Title: Re: Fds class
Post by: manikus on January 07, 2017, 05:56:50 PM
I haven't looked at this yet, but I will. :D
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 08, 2017, 04:52:26 AM
no problem. I need to look at a few things myself
Title: Re: Fds class
Post by: manikus on January 10, 2017, 04:13:17 PM
Can't find anything called "arcana" or "knowledge" in any of the three databases... ???
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 11, 2017, 05:04:28 AM
okay... the items are in my items are in my design's database, but not the .dat file.   What do I have to do?
Title: Re: Fds class
Post by: manikus on January 11, 2017, 01:17:06 PM
I presume that when you say your design's database, you mean txt files? You need to import these into your design (so that they become dat files).

You want, Databases -> Import/Export
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 11, 2017, 02:02:46 PM
uhhhhhhhhh, they're not in the .txt files.  they're showing up in the design, as seen in the actual design.  Should I still import?
Title: Re: Fds class
Post by: manikus on January 11, 2017, 03:37:55 PM
No. Do not import.

I got your problem backward. You need to export to a txt file (same place). Export the three databases and then post those exported files here for me.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 11, 2017, 05:09:31 PM
okay, there we go
Title: Re: Fds class
Post by: manikus on January 11, 2017, 05:56:38 PM
OKay, two things about your items satabase:
1) this won't effeect damage, but you don't need to have $$Help listed as a baseclass
2) this will effect spellcasting - "weapon type" needs to be Spell Caster if you want to show casting messages, or Spell-like Ability if you don't.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 12, 2017, 06:10:42 AM
okay...
1.)  The program did that itself, I didn't want to mess with it
2.)  I adjusted the items to "Spellcaster"....
fyi, I did some testing and they're still doing 0 damage....
Title: Re: Fds class
Post by: manikus on January 12, 2017, 01:22:57 PM
okay...
1.)  The program did that itself, I didn't want to mess with it
2.)  I adjusted the items to "Spellcaster"....
fyi, I did some testing and they're still doing 0 damage....

Make a mini-mod for me and I'll check it out.

In case you need it, here is what I mean by mini-mod
http://ua.reonis.com/index.php?topic=2588.0
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 12, 2017, 02:15:14 PM
okay...  Delete everything but the items, spells and special abilities?
Title: Re: Fds class
Post by: manikus on January 12, 2017, 03:03:41 PM
okay...  Delete everything but the items, spells and special abilities?

No. Leave the Saves folder as is. In the Data folder, remove all of the txt files except for config.txt, but leave all the rest. If you are using the default Reousrces file, delete that, otherwise leave the new images bet delete the rest.
In the base folder, delete the executable and the txt files.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 13, 2017, 06:43:28 AM
one quick question before i venture into the fiasco I make of minimods....  Okay, on the screen where you set the spell and charges for the Spell Caster item, there is a Spell Level slot.  Naturally one would think you would set this, but every time I try to set it, it resets back to 0.  Is this the problem?  Also, I sent it as a daily thing, would that be affecting things any?
Title: Re: Fds class
Post by: manikus on January 13, 2017, 01:59:29 PM
Spell level as 0 doesn't matter.
Item can be used once daily? Only matters the second time in a day you try to use it - the first time, i.e. the test to see if it works should work with that setting.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 14, 2017, 09:30:44 AM
Yeah.  I put it as daily.  The items are more like daily powers.  I'm trying to make something akin to the powers I read in the Super Heroes conversion of FRUA? (By the way I never heard of it before tinkering with DC, but I'd have loved to played it.)  Basically I'm trying to create D&D characters with super powers.  Which is a frequent occurrence in my campaigns.
These particular items I'm currently working with is my attempt of allowing a non-magic-user character to cast spells since the engine is giving me problems doing that any way else.  (Now -this- isn't working.  I'm sensing  a trend here....  AW, GEEZ, IT'S THAT FD GUY BREAKING DC AGAIN!   ;D) 
Anyway, I tried multiple tests, tried using some of the items multiple times.  Mostly, no dice.  The spells fire successfully, animation shows, but 0 damage.   However, a few spells do do damage.  The one that did that comes to mind, is Meteor Swarm.  The problem with Meteor Swarm is most of the time it gives me one or multiple errors, and once crashed the game. 
At this point, I'm trying to make sure I'm not wasting you guy's time by making a minimod you guys can't use due to my lack of understanding of them.  (Yes, I did read the topic on minimods,  I thought I understood them.  Obviously I didn't.  I'll reread it after this.)  Therefore I am eliminating every possible thing that the engine could be taking to generate 0 damage on these items. I looked over the Spells, they look fine.  I put the items as being in the character's 'PACK' and am using the pure form of the Spell (i.e., the magic-user form of the Spells).  Could that be affecting it in anyway?  Logic says no, but I'm wanting to make sure.
Title: Re: Fds class
Post by: steve_mcdee on January 14, 2017, 04:16:10 PM
I wonder if it is possible that damage is calculated by reference to caster level, so if the character has no spell caster levels it is zero? Does ice storm work? I know that the damage for that spell is not dependent upon caster level.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 14, 2017, 05:58:17 PM
thank you, Steve.
That crossed my mind, but it was way down on my list.  But I just made a multiclassed character (one of the Classes was MU) and test all the items.  And...they all work perfect.  All but the item that cast the Priest Spell.  (Which the other class on the character was not Cleric.  That item still inflicted 0 damage.) 
Really puts a damper on having the capability of making Spell Caster items....
Has nobody besides me ran into this problem before?
Title: Re: Fds class
Post by: manikus on January 17, 2017, 01:54:29 PM
Thank you, Steve. :D

If you are using a MU spell, and the PC has no level as an MU and the damage is something like 2 * level, it will always be 0.  This is how it is upposed to work. How can you resolve this?
Easiest way, add the new class to the spell in the spells database. Eg. if you want paladins to use these items, open the spell that the item will use and add "paladin" to the list of baseclasses that can use the spell.

Mini-mods:
The goal of the mini-mod is to display a bug so that Paul and I can fix the bug.
As such, we want to only see the bug - the mini-mod uses your databases, and can even use an existing design. It's the playfile.log that we will be looking at, so you want to do something like save your game in the edirot, open the engine and get to the point immediately before the bug happens. Save the game play in one of the save slots. Exit. Start from the saved game, do the bbug and exit play.
In your data folder will be a bunch of recordnnn.log files. Find the most recent one and change it's name to playfile..log
When you [ut the archive together, make sure to include the Data folder, Saves folder and the two error text files.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 17, 2017, 06:42:46 PM
Okay.
Manikus, Sounds like you're saying you go into the spell database and choose the class you want to cast the spell.  Problem with that is this:  Unless the class is a spellcaster (MU and Cleric) I can find no way of making the character memorize the spell, hence allowing the ability to actually cast it.  Nevertheless I did add my class to the spells, and tested it.  Still 0 damage.
If I'm not understanding what you mean,  I apologize.
As far as minimods,  something you said cleared something up for me...or maybe.... 
Looking over things, looks like I messed up.  I will post the minimod very shortly.
Title: Re: Fds class
Post by: manikus on January 17, 2017, 06:56:09 PM
I'm sorry that we are not understanding each other. :(

This conversation is too hypothetical. I will wait for the mini-mod.

At the risk of making things more confusing, paladins can memorize and cast spells by default, once they are above 8th level. They have spells that use "level" as a variable. If you look into the default spells.txt database and search for "paladin" you should be able to come up with some examples.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 17, 2017, 11:49:43 PM
it's probably me, Man
The character I'm running the tests with is 11th level.  That's where the editor began them.  I'll cut that a bit when I do the actual design, I'm just trying to iron out the items before I focus on the actual design.
And what's the current version of the editor?
Title: Re: Fds class
Post by: Paul R. Stevens on January 18, 2017, 01:36:30 AM
Quote
And what's the current version of the editor?

Go to:
http://dianneandpaul.net/UAF/

You will see   "DungeonCraftEditor_nnn.

The last latest one is :

http://dianneandpaul.net/UAF/DungeonCraftEditor_253.7z
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 23, 2017, 04:33:02 PM
http://dianneandpaul.net/UAF/DungeonCraftEditor_253.7z

I know this is getting tiring, guys, but how do I implement this?
....
Never mind.  I got it.  ...Didn't think that'd be that easy.  See, I think that's what's going on.  DC works differently than my brain does...but i'm muttling through....
Title: Re: Fds class
Post by: Paul R. Stevens on January 24, 2017, 11:25:54 AM
Quote
DC works differently than my brain does

I think I can speak for all of us:  DC works differently than
any of our brains.  The Special Abilities capability sets me back
a few steps whenever I take a vacation from it for more than
a week.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 29, 2017, 12:56:34 AM
Okay, I have a question:  For the minimod, do you guys need me to show the bug with all the items, or just one?
Title: Re: Fds class
Post by: Paul R. Stevens on January 29, 2017, 09:22:49 AM
The mini-mod only needs to demonstrate the failure
you want fixed.  'Mini' means minimalist.  Leave out
anything that is unnecessary.  Within reason.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 29, 2017, 06:17:56 PM
okay, will do
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on January 29, 2017, 08:03:11 PM
I perfectly agree with you, Paul.  If you don't do something on DC for more than a week, you lose it....
Okay, again, I think I did this right.  Lemme know if i need to repost it.
And could somebody look over the SAs on a item called the "Symbiote of Dis",  they're apparently not working....
Title: Re: Fds class
Post by: manikus on January 30, 2017, 03:51:38 PM
I really want to help you with this, FD.
http://ua.reonis.com/index.php?topic=2588.msg35702#msg35702

The most recent attachment is missing some files that I really need, like "game.dat".

What can I do to help you with this?
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on February 01, 2017, 09:56:13 AM
sigh
Okay.  I see now.  Finally.   Why do I keep missing the obvious?  Geez.  I'm getting old....
here's another try:
Title: Re: Fds class
Post by: manikus on February 01, 2017, 05:23:13 PM
Okay, so all of the parts appear to be here. What am I looking for again? ;)
All I remember is you mentioning "Symbiote of Dis", but no such thing exists anywhere.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on February 18, 2017, 03:02:42 AM
Sorry about the absence, guys, going through some stuff at the moment...
Shoot, okay.  Try this.  I think I fixed it.
What you're looking is why my "Arcana Knowledge" items are not working properly.  See, they are Spellcasting items, and all the spell fire just fine, but most inflict 0 damage, whatever I do.  Also, of you could look over over my "Symbiote of Dis" item that would be most welcome, because most of of the SAs don't seem to be working....
Thanks
Title: Re: Fds class
Post by: manikus on February 21, 2017, 05:41:06 PM
I downloaded it and will take a look as soon as practical. :D

Off the top of my head, if correctly workng spells are sometimes returning 0 for damage, it is likely related to "level". If the damage is level*2 and you stick it on an item that is usable by any class, well any class that isn't the one the spell is made for will have a level of "0", and thus the whole thing is "0". This is the first place to look.
Title: Re: Fds class
Post by: manikus on February 23, 2017, 12:35:48 PM
Okay, as I suspected, the 0 damage is due to the fact that your PC/NPC has 0 levels as a magic user. You need to either change the spells damage (to not use level) or look at how ranger spells are done, which means adding new special events.

Symbiote of Dis:
What do you think this is supposed to do? It's not a weapon, so it won't deal damage. It doesn't have any spells attached to it, so no other kinds of effects. It does have a number of special abilities which are all of a defensive nature, meaning that certain kinds of attacks whould not do damage, specifically disease and poison. Now, I do see that you have Regeneration on this item. This SA is not defined in your SA database, so nothing will happen. If you do want your character to regenerate, you wiould want to look at the monster_TrollRegeneration SA as an example, but note that this SA is on the monster not the item.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on February 24, 2017, 08:02:29 AM
Nod.  exactly what I was thinking.   I wanted confirmation, and any possible solutions.  Question: does DC still have the old dual  class system like on FRUA, and does it work

Symbiote of Dis:
Okay.  Again, just wanted confirmation.  So...they're all good?  they should be working?  I asked because nothing was showing up.  Which is not a big deal. 
Just looked at the Special Abilities.  Can I just tag on monster_Regeneration on the item, or do I need to do something else?
Title: Re: Fds class
Post by: manikus on February 24, 2017, 05:55:42 PM
Dual class? Yup. This is controlled int eh races database. :)

Symbiote of Dis:
Is it working? Not the way you want it to. The regeneration doesn't mean anything. I don't know if the other ones work, I didn't check to see if they are defined in the special abilities database. You can add SAs to records in the other databases, but in order to do something, they must have an entry in the special abilities database, with a script.
monster_Regeneration:
You *could* just add it to your item. And if your item ever lost hit points, it would likely regenerate. Won't do much good for your character, though. ;) If regeneration is going to be something that the item bestows on a character/combatant, you need to have a script to add an SA to the character/combatant. And you could certainly just add the monster_Regernation SA.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on February 25, 2017, 04:59:54 AM
nod.  it's on the item, not the character.   okay, how do i add it to the character? 
...
just checked the database, I see what you mean.  (Yes, I know I'm in Hero Craft territory here.  Which is quite common for my D&D campaigns.)  Most of these SAs are on the item, i assume, not imbuing on the character.  I did some minor refining.  The first SA is perfect, i want the suit to be "evil" not the character themselves.  The question still stands though:  How do I add the other scripts to the character?
Title: Re: Fds class
Post by: manikus on February 25, 2017, 02:35:40 PM
The simplest way for your needs is to have a Special Ability (SA) attached to the item. Let's say something like "itemRegeneration". This SA would have a script called OnReady which would have something like the following:
$SET_CHARACTER_SA($CharacterContext(),"characterRegeneration","3");

This will give the character an SA that allows regeneration (once you write that SA of course).

Presuming that you want the SA to be tied to the item, you will want to remove it when they unready the item - you need a script called OnUnReady. Your script will look something like:
$DELETE_CHARACTER_SA($CharacterContext(),"characterRegeneration");

For the characterRegeneration SA, look at the monster_TrollRegeneration SA in the database, as it is pretty much what you want.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on February 25, 2017, 05:22:46 PM
okay, I think I follow.
I assume I make a new entry in the SA database?  using the troll SA as a base?  The item in question will be cursed but i'll add in the unready script....
Title: Re: Fds class
Post by: manikus on February 25, 2017, 05:54:27 PM
Yes, you need to add entries to the SA database. :)

If the item is cursed and you do not have a way to remove curse in your design, then you don't need to add the OnUnReady script.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on February 27, 2017, 06:23:17 AM
i know, but completeness and practice....
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on February 27, 2017, 01:51:27 PM
sorry about the double post, but....
I probably flupped this up, but is this anywhere near close?

\(BEGIN)
name = item_SymbiotecharacterRegeneration
[OnReady] = $SET_CHARACTER_SA($CharacterContext(),"characterRegeneration","3");
[StartCombatRound] = $VAR tgt;
-$VAR currHP;
-$VAR round;
-tgt = $IndexOf($Myself());
-currHP = $GET_CHAR_HITPOINTS(tgt);
-round = $GetCombatRound();
-$IF (currHP <# 42)
-   {
-      $IF ($SA_COMBATANT_GET("timeToRegen") == "-?-?-")
-      {
-         $SET_COMBATANT_SA($Myself(),"timeToRegen",round +# 3);
-      };
-   };
-$IF (round ==# $SA_COMBATANT_GET("timeToRegen"))
-   {
-      $RETURN $SET_COMBATANT_SA($Myself(),"item_SymbiotecharacterRegeneration",$SA_PARAM_GET());
-   };
[OnUnReady] = $DELETE_CHARACTER_SA($CharacterContext(),"characterRegeneration");
-tgt = $IndexOf($Myself());
\(END)
Title: Re: Fds class
Post by: manikus on February 27, 2017, 02:25:17 PM
Your OnReady and OnUnReady are fine. But, you need an SA called characterRegeneration to put the StartCombatRound script.

OnReady gives an SA to the character. The SA on the character needs to do the regeneration stuff. :)
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on February 27, 2017, 02:42:29 PM
hmmm...
makes sense...but how do i do that?  do i need another Sa?  if so, what would it look like?
Title: Re: Fds class
Post by: manikus on February 27, 2017, 03:18:55 PM
Yes, you need another SA. The name is going to be the name refered to in your OnReady script.
Your new SA will have the StartCombatRound Hook in script in it. :)
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on February 27, 2017, 06:07:17 PM
I'm not sure i'm doing this right...or completely understanding.,...
okay...quiz time, boys and girls...
what i think you're saying is i need two SAs, one to actually give the character the Regen, the other to actually do the work...correct?
so...the actual regen SA would look like this:

\(BEGIN)
name = characterRegeneration
[StartCombatRound] = $VAR tgt;
-$VAR currHP;
-$VAR round;
-tgt = $IndexOf($Myself());
-currHP = $GET_CHAR_HITPOINTS(tgt);
-round = $GetCombatRound();
-$IF (currHP <# 42)
-   {
-      $IF ($SA_COMBATANT_GET("timeToRegen") == "-?-?-")
-      {
-         $SET_COMBATANT_SA($Myself(),"timeToRegen",round +# 3);
-      };
-   };
-$IF (round ==# $SA_COMBATANT_GET("timeToRegen"))
-   {
-      $RETURN $SET_COMBATANT_SA($Myself(),"characterRegeneration",$SA_PARAM_GET());
-   };
\(END)

The other would be only activatation/deactivation...right?  so, i would delete the code in the middle?
Title: Re: Fds class
Post by: manikus on February 27, 2017, 06:59:31 PM
yes. This is what you want to do. :) Give it a try. ;)
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 01, 2017, 09:05:17 AM
Okay, didn't work.  I don't think i'm doing the hook right.  By the way, do I have to put the SAs in any particular order in the Database?  And on the SA screen on the item, do I have to a qualifier in the space (i.e. a number, or a word)? 
Example:  item_SymbiotecharacterRegeneration                  3
Title: Re: Fds class
Post by: manikus on March 01, 2017, 12:23:04 PM
The name of the SA and the value need to be separated by a comma.

Did you import your database?

The order of the SAs in the database is arbitrary. I try to keep them in alphabetical order so that I can more easily find what I'm looking for (in case I can't remember the exact name to do a search on). The same goes for the Hooks in the SA - I list them in alphabetical order because that is how I roll. ;)

If these answers don't resolve your issue, you need to do a new/updated mini-mod.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 01, 2017, 10:15:46 PM
okay, i'll try that and then post the code when I get time to test it again.  But a mini mod might be called for anyway.  I've been experiencing crashes not related to the coding i'm doing....
Title: Re: Fds class
Post by: Paul R. Stevens on March 01, 2017, 11:07:35 PM
Quote
a mini mod might be called for......I've been experiencing crashes

"Definitely".  Not "might".  We can't fix them if we don't
know about them.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 02, 2017, 02:49:23 PM
"Might" was code for "definitely", Paul.  :D
Okay, after looking over the SAs, i -definitely- know I'm doing it wrong.  Unfortunately I don't know  what I'm exactly doing here.  So...assuming the characterRegeneration SA is right (I just modified the Troll one, and by modifying, i mean changing a word or two),  this is the one I used on the item itself: 

\(BEGIN)
name = item_SymbiotecharacterRegeneration
[OnReady] = $SET_CHARACTER_SA($CharacterContext(),"characterRegeneration","3");
[OnUnReady] = $DELETE_CHARACTER_SA($CharacterContext(),"characterRegeneration");
-tgt = $IndexOf($Myself());
\(END)

And here's the minimod for the crash.  I know a red Dragon is supposed to murder you, but it shouldn't murder you so hard the game crashes...hard
Title: Re: Fds class
Post by: Paul R. Stevens on March 02, 2017, 03:05:21 PM
I'll fetch the mini-mod, Eric.  Crashes are my favorite.

Unfortunately, the Data folder was pretty much empty.
No config, no BASS.dll.  no data files.  And a mal-naled
Playfile.log.
Title: Re: Fds class
Post by: manikus on March 02, 2017, 03:10:45 PM
"Might" was code for "definitely", Paul.  :D
Okay, after looking over the SAs, i -definitely- know I'm doing it wrong.  Unfortunately I don't know  what I'm exactly doing here.  So...assuming the characterRegeneration SA is right (I just modified the Troll one, and by modifying, i mean changing a word or two),  this is the one I used on the item itself:
Chaingin a word or two could be a problem, depending on which word you change. ;)
 
Quote from:
\(BEGIN)
name = item_SymbiotecharacterRegeneration
[OnReady] = $SET_CHARACTER_SA($CharacterContext(),"characterRegeneration","3");
[OnUnReady] = $DELETE_CHARACTER_SA($CharacterContext(),"characterRegeneration");
-tgt = $IndexOf($Myself());
\(END)
When you write a script and then import, you should open the special abilities editor. Locate the SAs you have just added (one at a time), and select the script and press edit.
A new editor will come up with your script in it and you want to select teh testing button. It will tell you about many different kinds of errors.
For example, your OnUnReady script won't work. You have an undeclared variable -"tgt", and actually you don't need that line at all.

Quote from: ArrowNox
And here's the minimod for the crash.  I know a red Dragon is supposed to murder you, but it shouldn't murder you so hard the game crashes...hard
I'll check it out, thanks.
Title: Re: Fds class
Post by: manikus on March 02, 2017, 03:22:14 PM
Okay, I won't get the mini-mod. :D

Remember, a mini-mod needs a Data and a Saves folder.
The data folder needs  all the .dat and .lvl files. It also needs the config.txt, the bass.dll and the AI_Script.BLK files. And lastly, it needs a Playfile.log file.
The Saves folder needs all saved characters and saved games.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 02, 2017, 04:29:45 PM
Okay...Super Spud won't work, okay, good to know...
hold on just a sec....
anyway...
Understood. :) FYI, I changed the name and at the last part I changed "monster_" to "character"....
Okay...completely forgot about that.  I have been trying to tinker with existing SAs, but nothing means to be working....  Anyway...if i delete  that one bit of code, it should be good?  ...Okay...program says it's good, so step 1 down.  However it says the regeneration itself code has errors in it...  So...another minimod?`
Title: Re: Fds class
Post by: Paul R. Stevens on March 02, 2017, 05:14:53 PM
You included the resources in your mini-mod "try3"
but the data folder is stll pretty much empty.
No co=infig, no bass.dll, no data files, and the
playfile.log is mal-named.  Not much hope of duplicating
your problem.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 02, 2017, 07:38:19 PM
sorry, try this
Title: Re: Fds class
Post by: Paul R. Stevens on March 02, 2017, 07:52:14 PM
Seems to be closer.  There was no Playfile.log.
In desperation, I renamed your "Record002.log" to "Playfile.log"
and we got a little further.  The next thing the engine complained
about was that your Data folder contained no "items.dat".
You must have deleted it because you could not have played
the game without it.

May I suggest that you attempt to re-play your mini-mod
before posting it?  If you cannot re-play it then I won't
be able to re-play it either.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 04, 2017, 02:45:09 PM
sigh...shoot...could have sworn...
sorry
there.  this should work.  I made a point of going back and reading what you guys said to do....
now, if the gosh darn playfile.log would quit disappearing *kicks file*
I didn't use any of my own edits or resources, so....
Title: Re: Fds class
Post by: Paul R. Stevens on March 04, 2017, 04:24:51 PM
You obviously did not test your mini-mod because
there was no "Playfile.log".  So I renamed "Playfile.log.log" in
the hope that it was what you wanted me to use.

It added a character and entered a combat where a
large, red dragon breathed fire and killed the only
PC in the combat.  He died.  End of game.  No problem.

You made that recording with version 2.71 of the engine.
I used version 2.77.  I suggest you upgrade to version 2.77
and see if that woks better for you.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 04, 2017, 06:05:53 PM
okay, sorry.  I thought that would work. must be due to i'm using a copy...somehow.  shrug.
but ok, on mine, it makes it crash.  Where do I download 2.77...which is likely my problem...
Title: Re: Fds class
Post by: Paul R. Stevens on March 04, 2017, 07:33:43 PM
http://dianneandpaul.net/UAF/DungeonCraft_277.7z
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 06, 2017, 12:00:58 PM
okay.  thank you.  it worked.  Now that I know what I'm doing (kinda), i try to stay current on the versions, but sometimes its hard to find the most current ones.
And I know what I did wrong on the minimods, any future ones -should- work.
As for my most recent question:  The activation/deactivation script Manikus gave is correct, the Regeneration script I did was not correct.  The program gave a big "WRONG", how do I do to fix it?  Should I make another minimod?
Title: Re: Fds class
Post by: Paul R. Stevens on March 06, 2017, 12:08:05 PM
Quote
The program gave a big "WRONG"

What program?  Did it really say "WRONG"?  What
did it say?  When did it give this "big WRONG"?

Some hints might be useful for anyone attempting
to help you.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 06, 2017, 12:43:29 PM
it was a joke...sorry.....
I meant the program, Dungeon Craft.  I apologize for any vagueness.
When I checked the script in question, in question, the one that is supposed to allow the character wearing the suit to regenerate (similar to a Troll) through the editor, it indicated it was incorrect....
I posted the information last page or so, I did not think it was prudent to post it again...  Nevertheless, i have the incorrect script i attempted to use saved, would you like me to pot the script in its entirely here?
Title: Re: Fds class
Post by: Paul R. Stevens on March 06, 2017, 04:01:39 PM
Quote
would you like me to pot the script in its entirely here?

I looked back and found several scripts posted but I did not
see what error was produced.  I'm probably blind.  Nevertheless,
if you post the script and the error message, I might be able to
help you.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 06, 2017, 05:43:33 PM
It was not an error exactly.  I'm testing scripts through the editor at this point.  To review, I have an armor I would like to when worn to allow a character to regenerate (among other things, but that's besides the point at the moment).  Manikus told me that this needed two  scripts, one to activate/deactivate it, and one to do the actual work.
This is the script Manikus gave me:

\(BEGIN)
name = item_SymbiotecharacterRegeneration
[OnReady] = $SET_CHARACTER_SA($CharacterContext(),"characterRegeneration","3");
[OnUnReady] = $DELETE_CHARACTER_SA($CharacterContext(),"characterRegeneration");
\(END)

It is indeed valid, as evidenced by screen shot #1

This is the script that actually is supposed to do the work that I was trying to do.  It is basically the Troll Regeneration monster ability, but I changed a couple words.  Which I admit was way too easy. 

\(BEGIN)
name = characterRegeneration
[StartCombatRound] = $VAR tgt;
-$VAR currHP;
-$VAR round;
-tgt = $IndexOf($Myself());
-currHP = $GET_CHAR_HITPOINTS(tgt);
-round = $GetCombatRound();
-$IF (currHP <# 42)
-   {
-      $IF ($SA_COMBATANT_GET("timeToRegen") == "-?-?-")
-      {
-         $SET_COMBATANT_SA($Myself(),"timeToRegen",round +# 3);
-      };
-   };
-$IF (round ==# $SA_COMBATANT_GET("timeToRegen"))
-   {
-      $RETURN $SET_COMBATANT_SA($Myself(),"characterRegeneration",$SA_PARAM_GET());
-   };
\(END)

Which presented the following message, as evidenced by screen shot #2.  I'm sorry I couldn't move the window up or down. 
Title: Re: Fds class
Post by: Paul R. Stevens on March 06, 2017, 06:34:18 PM
Thanks much for the information.  It brings up a rather
complicated feature of the editor.  I am looking into it
further before I muddy the water with my guesses as to
the origin of the problem.

See you soon.
Title: Re: Fds class
Post by: manikus on March 06, 2017, 06:57:07 PM
I don't mind muddying the waters. ;)

The problem is in line #4: $Myself() is not valid. Look at Paul's Help for the StartCombatRound Hook and you will see that it wants a different context. It wants either $CharacterContext() or $CombatantContext().

Your error message tells you to look to line #4 and it tells you why. ;)
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 06, 2017, 07:53:04 PM
Oh, shoot, sorry. 
The big problem here is I don't know what I'm exactly looking at.  To me (and no offense, guys, really, I'm joking) this code looks almost totally like gobbly gook.  Then again, I'm not a programmer, so....
Anyway, are both of those interchangable? if not, which one of them should I use?
And should the line be like this:

Example:
-tgt = $IndexOf $CharacterContext()

?
Title: Re: Fds class
Post by: Paul R. Stevens on March 06, 2017, 08:05:12 PM
Certainly not...

You are missing three punctuation marks.

-tgt = $IndexOf($CharacterContext());

You don't say what hook contains this script but Manikus
seemed to think it was "StartCombatRound".  If not,
ignore the rest of this post.

And, although that might fix your syntax, I suspect
the semantics might be a bit wrong, too.  It looks as
if you mean the result of that statement to be some sort
of 'target' (you called it tgt).  But, at the start of combat,
there is no 'target'.  There is only the combatant entering
the next combat round.  Perhaps that is simply a misleading
variable name.  There is no rule against obfuscation.
Title: Re: Fds class
Post by: ArmorNox (Funky Dynamite) on March 19, 2017, 02:29:54 AM
Sorry.  Life sucks.
okay, i'm taking stabs in the dark with this kind of code.  So...what do I do to make it functional?
Title: Re: Fds class
Post by: Paul R. Stevens on March 19, 2017, 08:24:50 AM
I was pointing out a syntax error in your note.
'Functional' is pretty much the domain of Manikus.
Title: Re: Fds class
Post by: manikus on March 20, 2017, 12:23:39 PM
The first thing to do is to use the Script Editor to check for and correct all syntax and context errors. :)