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-   -   Adjust Monk Unarmed Damage (http://forums.wolflair.com/showthread.php?t=61510)

rgulizia December 5th, 2018 05:34 AM

Is there a way to send my editor file to you?

Aaron December 5th, 2018 08:22 AM

My e-mail is my forum name at wolflair dot com

rgulizia December 9th, 2018 03:59 AM

I sent the file as requested. Thank you for all of your help!

Aaron December 10th, 2018 11:25 AM

Ok, I'll take a look after work tonight.

Aaron December 13th, 2018 11:33 AM

Ok, so a couple things. It looks like you decided not to bootstrap the existing class ability, and created your own class ability, with the unique ID "cSHADSTR".

1. Your eval script timing is off. Final is too late to add to the value of xMnkUnarm, you even have a "before" element naming the script you need to go before, which is raising a timing issue on load.

Move the following script to PostLevel 4000
Code:

      ~ only perform the rest on the first copy
      doneif (tagis[Helper.FirstCopy] = 0)

      ~ If we're not shown, just get out now
      doneif (tagis[Helper.ShowSpec] = 0)

      ~ If we're disabled, do nothing
      doneif (tagis[Helper.SpcDisable] <> 0)

      ~Add our levels to the unarmed attack damage helper
      #value[xMnkUnarm] += field[xAllLev].value

      if (field[xAllLev].value < 4) then
        field[abText].text = "1d4"
      elseif (field[xAllLev].value < 8) then
        field[abText].text = "1d6"
      elseif (field[xAllLev].value < 12) then
        field[abText].text = "1d8"
      elseif (field[xAllLev].value < 16) then
        field[abText].text = "1d10"
      elseif (field[xAllLev].value < 20) then
        field[abText].text = "2d6"
      else
        field[abText].text = "2d8"
        endif

2. Because you're working with a class ability you made yourself, you don't need to mess with xEffectLev (as you would if you were bootstrapping the class ability used by the monk), you can alter the value you're adding directly. The line I bolded above, change that to add 4 less than your level, minimum 1. Here is how I would do that.

Code:

      #value[xMnkUnarm] += maximum(field[xAllLev].value - 4, 1)
3. Finally, Weapons generate their damage early in PostLevel, so the script where you are assigning Helper.DamageDown if below 4th is also a bit late, though much less than the script in 1.

I would say, move that script from Post Level 10000 to Post Level 2500

rgulizia January 1st, 2019 06:38 AM

I made the changes, and the damage changed, but it is still considered non-lethal.

Aaron January 2nd, 2019 07:07 AM

Well, go to "Develop" and click on Enable Data File Debugging. Go to the weapon tab and right click on the unarmed strike, and choose "Show Debug Tags".

The window that pops up shows all the tags on Unarmed strike weapon, do you see one which might be related to your issue? Once you have that, add a script to your special which deletes that tag from the weapon.

rgulizia January 8th, 2019 05:42 PM

I found a tag that sets non-lethal called wSpecial.Nonlethal. I think that's doing it.

Where should I include the script? In one of the three scripts in the ShadowUnarmed? Create a new one?

What should the delete line look like?

Aaron January 9th, 2019 07:20 AM

I don't think it matters which eval script it is in, try one and if that doesn't work try another.

delete is a fairly common function which you should be able to find an example of. Here is one such

Code:

      perform hero.child[xFly].delete[Value.?]
the first [] is the pick, and the second [] is the tag to delete


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