Ha, well, I'm glad Scales has inspired you. There's really a lot of modding potential for adding new skills and whatnot. A berserker stance sounds awesome. Would love to integrate that into Scales with your credit, though of course if you want to keep it your own thing that's fine.

Edit: Ah, looks like it got solved, nevermind. I'll leave this here for reference anyway.

So if you look at the POTION_CON_POTION_Air_Res_A charscript, here's how they use "CharacterGetStat" (just posted the whole script since it's short.) It's in the IF statement, and I also see it used in the IF statement (with weight) for the mine itemscript. So I'd definitely put it in the IF statement, but otherwise I don't quite understand why it wouldn't work for you.

#TEMPLATE "_POTION_Base" : CON_Potion_Air_Res_A

INIT
CHARACTER:__Me
// [GLOBAL_VARS]
// [~GLOBAL_VARS]

EVENTS

// [EVENTS]
// [~EVENTS]

// Calculate the priority of the skill
EVENT CalculateScore_CON_Potion_Air_Res_A
VARS
// [CALC_VARS]
FLOAT:_StatAirResistance
FLOAT:_Score
// [~CALC_VARS]
ON
OnFunction("CalculateScore_CON_Potion_Air_Res_A")
ACTIONS
// [CALC_ACTIONS_PRE]
Set(_Score, 0.0)
// [~CALC_ACTIONS_PRE]
// [CALC_ACTIONS]
IF "((c1)|c2)&(!(c3&c4))"
CharacterHasBeenHitBy(__Me, Air) // c1
CharacterHasHadStatus(__Me, STUNNED) // c2
CharacterGetStat(_StatAirResistance, __Me, AirResistance) // c3
IsGreaterThen(_StatAirResistance, 50) // c4
THEN
Add(_Score, %ActionScore_CON_Potion_Air_Res_A)
ENDIF
// [~CALC_ACTIONS]

Cast(%ActionScore_CON_Potion_Air_Res_A, _Score)


Last edited by Baardvark; 02/12/15 09:59 PM.