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-   -   Workaround for Double Weapons (http://forums.wolflair.com/showthread.php?t=14050)

Kendall-DM September 27th, 2011 08:06 AM

Workaround for Double Weapons
 
Currently, double weapons do not allow for 1.5 damage if used two handed but not as a double weapon. This is the fix I implemented on my end, put here in case the community wants to use it.

Code:

<<Post-Attributes (Users) 1000>>
~ Fix for double weapons (HL workaround).
~ If we're not equipped, do nothing.
var result as number
result = field[gIsEquip].value
if (container.ishero = 0) then
  result += container.parent.field[gIsEquip].value
endif
doneif (result = 0)

~ Determine if we are used in both hands but not as a double weapon.
if (container.ishero <> 0) then
  doneif (field[wIsDouble].value <> 0)
  field[wDamBonus].value += round(hero.child[aSTR].field[aModBonus].value / 2, 0, -1)
else
  doneif (container.parent.field[wIsDouble].value <> 0)
  container.parent.field[wDamBonus].value += round(hero.child[aSTR].field[aModBonus].value / 2, 0, -1)
endif


ChrisRevocateur September 27th, 2011 08:18 AM

Where would I insert this code, and would it work with the Pathfinder data set?

Kendall-DM September 27th, 2011 08:39 AM

I inserted it into every double weapon, which means I copied and replaced those weapons. Have no idea if it would work with the Pathfinder set, maybe someone else proficient with Pathfinder would know, as I don't have that set.

ShadowChemosh September 27th, 2011 09:41 AM

Pathfinder already correctly handles Double weapons so no need to do anthing. I am a little surprised that d20 is not handling them correctly. Will double check later...

Kendall-DM September 27th, 2011 12:39 PM

It was never doing it for me, so I just decided to code it myself. It's been too long since any bug fixes have occured in d20 and it doesn't look like the d20 will see much attention anytime soon, so I'm just going to have to put in temporary workarounds for those things that I can for the time being. Just kept getting tired of things being calculated incorrectly in the midst of a gaming session.

ShadowChemosh September 27th, 2011 11:24 PM

Quote:

Originally Posted by Kendall-DM (Post 63214)
It was never doing it for me, so I just decided to code it myself.

Yep appears you are correct. Good job on the above code. Wonder if someway to do a more global fix instead of having to do a Replace ID....

Also playing around I found that when the double weapon prints it is actually correct. You can see this when you do a File->Print Preview... Leading to the idea that double weapons displayed in HL should take into account the 1.5 Str.

Here is the changed code to prevent double weapons when printed from getting a x2 str bonus:
Code:


~<<Post-Attributes (Users) 1000>>
~ If we're in output mode, don't do anything
doneif (state.isoutput <> 0)

~ Fix for double weapons (HL workaround).
~ If we're not equipped, do nothing.
var result as number
result = field[gIsEquip].value
if (container.ishero = 0) then
  result += container.parent.field[gIsEquip].value
endif
doneif (result = 0)

~ Determine if we are used in both hands but not as a double weapon.
if (container.ishero <> 0) then
  doneif (field[wIsDouble].value <> 0)
  field[wDamBonus].value += round(hero.child[aSTR].field[aModBonus].value / 2, 0, -1)
else
  doneif (container.parent.field[wIsDouble].value <> 0)
  container.parent.field[wDamBonus].value += round(hero.child[aSTR].field[aModBonus].value / 2, 0, -1)
endif



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