Battlefist as Weapon
All right, so I'm playing around with some stuff from the Eberron campaign pack.
The battlefist (and armblade, and armbow) are attachments for the warforged. Now, they're listed as Wondrous Items, taking up the Hands slot (which I don't necessarily agree with, but let's let that pass, because it can lead to nasty things), but clearly at least the battlefist and the armblade should be able to be enchanted as standard weapons, as compared to the double-cost amulet of mighty fists. However, when I try to build the battlefist as a weapon, I run into a problem. I'm not getting its attack sequence (either standard melee attacks OR the monk's flurry) to show in the summary windows. While it's certainly on display on the item itself in the weapons tab, it'd be nice to have it showing in the summary windows. The code is below; what am I doing wrong, and/or how can I make this work? It would also be good if, when it was equipped, it took up the 'Hands' Wondrous Items slot, but I can take or leave that ... EDIT: (Finally got the 'one size class larger' code to work. Yay!!) And now I have the thought in my head to be able to make it not only like Hellboy's battlefist, but for it to be able to be 'launched', like the battlefists of Wink, Prince Nuada's henchman in Hellboy 2. Another thought I've had is that the battlefist would enable the character to wield weapons that are one size class larger than the character, and transfer their bonuses through the wielded weapon. I dunno. Thoughts, suggestions ... maybe I need a new gizmo to build it as a Wondrous Item, but dropping the cost multiplier back to standard weapon ... ? ... and I don't know what I did, but apparently I did something right, and got the attack sequences to show in the summary windows. Updated stuff below. Still not getting the 'Hand slot' thing to work, though; tried using this little bit ... Code:
<tag group="Hero" tag="EqpHand" name="Hand" abbrev="Hand"/> ... aaand also, when used as part of a magical weapon, it doesn't return the monk's improved damage. Grr. Code:
<thing id="wBattlfist" name="Battlefist" description="{B}Component Type:{/b} attached component\n\nThis weapon resembles a massively oversized spiked gauntlet; one designed for a Medium warforged looks like a gauntlet designed for an ogre. It attaches to the arm of a warforged, completely covering the hand. This component only operates when attached and locked in place.\n\nA {i}battlefist{/i} increases the damage dealt by the character's natural slam attack to 1d8 points of bludgeoning and piercing damage (assuming a Medium character). Versions with enhancements are not uncommon.\n\nA warforged monk wtih a {i}battlefist{/i} deals increased unarmed damage when attacking with it as though the character were one size larger than actual; attacks other than with the {i}battlefist{/i} deal damage normally. Naturally, should the {i}battlefist{/i} be enchanted he can add the bonuses to his unarmed attack and damage rolls." compset="Weapon" summary="For all your Hellboy needs."> |
First it would be easier to answer your questions if you asked one at a time and focused on a single issue. The above is sort of "train of thought" writing which at least for me is very hard to decipher. :(
Quote:
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Code:
perform hero.assign[Hero.EqpHand] Quote:
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Sorry about that, it was a weird night, especially as I kept playing around with it. Yeah, I fixed the attack sequence for the base weapon, but while the monk damage increase is showing for the standard weapon, it doesn't show for the magic weapon. Since we don't want to modify the unarmed strike damage directly, but instead have that reflect in the damage for the battlefist ... hrm.
I dunno, I'll have to fiddle around with it a bit. I think I may have to take the damage portion of the monk flurry stuff and put it in its own eval section, move it up a few phases. Post-Level, perhaps ... ? |
When a weapon is added to a custom/masterwork weapon, the tags get pulled from it relatively early and get added to the parent. Your eval scripts are running too late for that, but you probably can't run them earlier because they depend on scripts from the monk's class abilities running. So what you need to do is check if the weapon is on the hero or inside a gizmo, and if it is inside a gizmo, apply those tags to the parent instead of the weapon itself.
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You changed this: Code:
~ If we have a monk level then also adjust unarmed strike Code:
~ If we have a monk level then also adjust unarmed strike Quote:
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Thanks, Aaron; computer logic is sometimes fuzzy for me.
And exactly that, ShadowChemosh. |
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