Legendary Items Activation
My character has a legendary item, which has (amongst others) the foe-biting ability. Although it appears on the specials tab, are the any plans (from LW or Community) to add it to the in-play area so that it can be activated (a la Power Attack) so it modifies the damage etc automatically?
I could do it myself, but being as they are non-duplicatable, that seems like a lot of work as i have little spare time at the moment! Thanks Stuart |
I don't think this ability can be done as an activate-able. The ability doubles the damage done. Meaning that the entire roll + modifiers is multiplied. The system doesn't know what the dice result was.
So a roll of 1d6+5 doesn't become a 2d6+10. It becomes a (1d6+5)*2 and this becomes even worse when you also have abilities like flaming on it where it becomes (1d6(weapon)+1d6(flaming)+5)*2. To see the different results you would get from it you can check here: http://anydice.com/program/720e |
I had interpreted it as rolling everything twice, but I see that you are right, as written. Of course statistically the average is still the same, but you do not get the Gaussian curve. I still think it would be wothwile me having a go at writing the code, I'd I get chance simply to make it easier to remember to use it, as I am constantly using the in play tab, but rarely look at specials in game.
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But could totally make it display (1d6+1d6 fire+5) * 2. @stuartwaring if you want to give this a go I would recommend looking at the deprecated "Vital Strike" Feat I did in the Basic Pack. You can still find it in the editor as it has script logic to break apart the weapon values into pieces so that I could double it for Vital and Mythic Vital strike. That would give you a good starting point to work from. |
@ShadowChemosh - I just had the same idea, but couldn't figure out a way to edit the livename.
I am looking at your script and i can see what it is doing, but of course I don't want to change the number of dice or the bonuses - i just need to wrap the whole thing in those brackets and add in the multiplication. Looking at the debug tasks for the rapier, i can see the livename is dealt with in the render phase, and its priority, but i do not know enough about the location of the weapon's livename (is it in BaseWep??) in order to edit it. I want to use this kind of statement Code:
doneif (field[abilActive].value = 0) of course i could be going about it arse about face |
I now have it sort of working - it works for my primary weapon, but if i add a different legendary weapon it no longer works.
Really stuck on this now! Code:
doneif (field[abilActive].value = 0) |
Also noted that if it is flaming, it displays as (1d6+21 plus 1d6 fire) x2 plus 1d6 fire.
any idea why the "plus 1d6 fire) appears twice? Edit Figured out a way to stop it Code:
hero.child[iMagWeapon].field[wDamExtra].text = "" |
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Foreach loop does a Loop finding "each" weapon or Pick on the hero and does your change to each one. That would be the reason the VS feat script was doing the foreach loop so that I did the change to the Number of Weapons the character has (ie from one weapon to MANY weapons). In your case you may wish to look for a specific tag in the foreach loop for weapons that have the foe-biting Ability. As really that is all you care about. Check the tags on the Weapon to see if any say "Foe-Biter" ability tag. |
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You could loop through all the Extra Weapon arrays and set to blanks so that they are not added in again by the background component. I would do this in the Render timing really early. |
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I also tried deleting the rapier, and it wouldnt apply to another weapon then either, hence my confusion! I also fixed the 1d6 plus fire thing - see edited post |
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