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-   -   How to make weapon damage = 0 (http://forums.wolflair.com/showthread.php?t=63907)

Bob G February 18th, 2020 07:21 PM

How to make weapon damage = 0
 
The custom ability I'm working on currently lets you make an unarmed attack that deals damage equal to your Intelligence bonus.

The following tags are present:
Helper.WeaponSpec, wCategory.Unarmed, IsWeapon.wUnarmed,, Helper.AllEqMain, wType.P, wCritMult.2

Now, I know that the editor is looking for a wMain tag to tell it what the damage is, but for this ability, the damage is dynamic, and based only on the hero's INT bonus. There doesn't see to be a wMain.0 tag, so how else can I get the ability to appear on the weapon tab to just list the INT bonus as damage?

<post-attributes, 10000>
Code:

~If we're not shown, just get out now
    doneif (tagis[Helper.ShowSpec] <> 1)

~ if we've been disabled, get out now
    doneif (tagis[Helper.SpcDisable] <> 0)

field[abDuration].value += round(field[xTotalLev].value/8,0,-1) + 1

field[abValue].value += hero.childfound[aINT].field[aBonus].value
field[abValue2].value += hero.childfound[aSTR].field[aBonus].value
field[abValue3].value += field[abValue].value - field[abValue2].value

field[dmmBonus].value += field[abValue3].value


Ualaa February 19th, 2020 07:06 AM

I'm not sure how it is accomplished, but there is an ability within the "Brute Sphere" called "Shove" which deals only your (attack stat modifier) as damage.

Greater Shove then adds half of your BAB to that damage.

It's in Spheres of Might, done by TheIronGolem.

Krothos February 19th, 2020 11:48 AM

If you are only attempting to make the additional unarmed strike damage based upon Int instead of Str, then the Community Pack already has this option. It's a adjustment you would add to the character, where the attack and the ability are selected.

If you are attempting to modify the base dice damage based upon Int, then I'm not sure if Community Pack allows for that, but it might be worth a look.

If this is outside of what you're looking for, then my apologies for not being more helpful.

Bob G February 19th, 2020 06:55 PM

Quote:

Originally Posted by Ualaa (Post 286086)
I'm not sure how it is accomplished, but there is an ability within the "Brute Sphere" called "Shove" which deals only your (attack stat modifier) as damage.

Greater Shove then adds half of your BAB to that damage.

It's in Spheres of Might, done by TheIronGolem.

Thanks for the suggestion! I had a look at Shove, but I have a feeling that you define your attack stat before you select this talent, and didn't know how to backtrack to where that selection is defined. I appreciate your help, thank you again.

Bob G February 19th, 2020 06:57 PM

Quote:

Originally Posted by Krothos (Post 286098)
If you are only attempting to make the additional unarmed strike damage based upon Int instead of Str, then the Community Pack already has this option. It's a adjustment you would add to the character, where the attack and the ability are selected.

If you are attempting to modify the base dice damage based upon Int, then I'm not sure if Community Pack allows for that, but it might be worth a look.

If this is outside of what you're looking for, then my apologies for not being more helpful.

My friend, no apologies are necessary at all. Your willingness to help is really appreciated.

The ability I'm trying to create does indeed change base damage, unfortunately. Any ideas on how to define base damage as a number, not as a die roll?

ShadowChemosh February 19th, 2020 09:30 PM

Use the fixed melee damage field (wFixDamage) and remove the wMain.? tag. You can put whatever you like into wFixDamage and it will get displayed.

Code:

~If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)

~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)

field[abDuration].value += round(field[xTotalLev].value/8,0,-1) + 1

field[abValue].value += hero.childfound[aINT].field[aBonus].value
field[abValue2].value += hero.childfound[aSTR].field[aBonus].value
field[abValue3].value += field[abValue].value - field[abValue2].value

field[wFixDamage].text
= field[abValue3].value


Bob G February 20th, 2020 07:21 PM

Quote:

Originally Posted by ShadowChemosh (Post 286115)
Use the fixed melee damage field (wFixDamage) and remove the wMain.? tag. You can put whatever you like into wFixDamage and it will get displayed.

Code:

~If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)

~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)

field[abDuration].value += round(field[xTotalLev].value/8,0,-1) + 1

field[abValue].value += hero.childfound[aINT].field[aBonus].value
field[abValue2].value += hero.childfound[aSTR].field[aBonus].value
field[abValue3].value += field[abValue].value - field[abValue2].value

field[wFixDamage].text
= field[abValue3].value


YES! wFixDamage.text! That was the field I was hoping to find! Thanks for like, the millionth assist SC.


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