jedidia Posted February 20, 2009 Share Posted February 20, 2009 my Turn-based Mod is taking shape a lot faster then I expected, but now I stumbled over a little problem that I wasn't yet able to resolve. I need to check the APs of the current weapon equiped and modify the players AP accordingly. The code I came up with looks as follows (it's only an outtake of the whole, but everything that's essential for the problem is there): short lastaction1 ref CurWeapon float CurWeapAP set lastaction1 to player.getanimaction set CurWeapon to Player.GetEquippedObject 5 set CurWeapAP to CurWeapon.GetWeaponActionPoints if LastAction1 == 2 player.damageav ActionPoints CurWeapAP endif I can't find any errors in the syntax, but then again, I first looked into the scripting language 4 days ago. The problem here is that there seems to be no value passed on to CurWeapAP, because if I replace it with a numeric value (e.g. 10) in the second last line, the code works fine. so I guess the trouble is hidden somewhere in those two lines: set CurWeapon to Player.GetEquippedObject 5 set CurWeapAP to CurWeapon.GetWeaponActionPoints Can anyone spot what might be wrong with them? Link to comment Share on other sites More sharing options...
Cipscis Posted February 22, 2009 Share Posted February 22, 2009 Just so that everyone knows that this has been answered, here is my answer from the relevant thread on the Official forums:You want to use this syntax for GetWeaponActionPoints:set CurWeapAP to GetWeaponActionPoints CurWeaponThat's an easy mistake to make though, so don't sweat it. For more information on FOSE function syntax see this - Function Syntax Format. CipscisCipscis Link to comment Share on other sites More sharing options...
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