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-   -   Full Strength Secondary Attacks (http://forums.wolflair.com/showthread.php?t=58481)

BloodAngel099 May 22nd, 2017 07:29 PM

Full Strength Secondary Attacks
 
We run with a house rule that you use full strength on off-hand/secondary attacks and double strength on two-handed. I got help from here before for adding full strength to off-hand and double on two-handed, can someone tell me what I need to get full strength on secondary attacks? Thanks!

Pre-levels 5000

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

perform hero.assign[Hero.DblSlice]

Post-attributes 10000
var bonus as number

~ Calculate the extra .5 of the strength modifier. This added to the
~ normal 1.5 bonus will give us 2x Str bonus.
bonus += round(#attrmod[aSTR]/2,0,1)

~ This will only affect two-handed melee weapons
foreach pick in hero from BaseWep where "wClass.TwoHanded & wCategory.Melee"
~ Give a unnamed bonus to Damage Melee
eachpick.field[dmmBonus].value += bonus
nexteach

Post-attributes 10000
var bonus as number

~ Calculate the extra .5 of the strength modifier. This added to the
~ normal 1.5 bonus will give us 2x Str bonus.
bonus += round(#attrmod[aSTR]/2,0,1)

~ One handed weapons wielded in two-hands don't get the above
~ damage bonus. So we have to loop through all the active weapons
~ and give the bonus individually.

~ Loop through only the melee weapons
foreach pick in hero from BaseWep where "wCategory.Melee"
~we are a one handed weapon equipped in two hands
If (eachpick.tagis[wClass.OneHanded] + eachpick.field[gIsEquip].value + eachpick.field[wIs2nd].value = 3) Then
~ Give a bonus
eachpick.field[wDamBonus].value += bonus
Endif
nexteach

ShadowChemosh May 23rd, 2017 12:31 PM

I assume when you say secondary attacks you mean "Secondary Natural Attacks". That is what the below script assumes. I have combined your multiple scripts into one foreach loop because foreach loops are very CPU intensive to run.

This a full replacement for both scripts running at Post-attributes 10000
Code:

var bonus as number

~ Calculate the extra .5 of the strength modifier.
bonus += round(#attrmod[aSTR]/2,0,1)

~ Loop through all weapons on the character
foreach pick in hero from BaseWep

  ~ We are a two-handed melee weapon
  if (eachpick.tagexpr[wClass.TwoHanded & wCategory.Melee] <> 0) then
    ~ Add to the normal 1.5 bonus will give us 2x Str bonus
    eachpick.field[dmmBonus].value += bonus

  ~..We are a one handed melee weapon equipped in two hands
  elseif (eachpick.tagexpr[wCategory.Melee & wClass.OneHanded & fieldval:gIsEquip = 1 & fieldval:wIs2nd = 1] <> 0) Then
    ~ Add to the 1.5 bonus to give us a 2x Str bonus
    eachpick.field[wDamBonus].value += bonus

  ~..We are a secondary natural attack
  elseif (eachpick.tagexpr[wFtrGroup.Natural & Helper.NatOverSec] <> 0) Then
    ~ Tell the weapon to not be half str damage
    perform eachpick.assign[Helper.NoHalfStr]
  endif
   
nexteach

I can't find in my notes a Helper.? tag that forces a Natural Attack to do full damage. Maybe Aaron/Mathis knows one because I "thought" such a tag existed.

The above script just adds back the .5 to the secondary natural attacks.

NOTE: I wrote this without access to HL so tweaking maybe needed. :)

Mathias May 23rd, 2017 12:41 PM

Isn't this house rule effectively the same as saying "everyone gets the effects of the double slice feat"? The script on Double Slice is a lot simpler.

ShadowChemosh May 23rd, 2017 03:07 PM

Quote:

Originally Posted by Mathias (Post 250478)
Isn't this house rule effectively the same as saying "everyone gets the effects of the double slice feat"? The script on Double Slice is a lot simpler.

From what I got they have 3 rules.

1) Manufactured off-hand attacks are at full Str. This is easy to do with applying Hero.DblSlice tag to the hero.

2) Manufactured Two-handed weapons (and 1H weapons in 2 hands) get 2x Str not 1.5x Str.

3) Secondary Natural Attacks which normally are at .5 Str need to be 1x Str. Based on the question and that Hero.DblSlice is already in use I assume Hero.DblSlice does not affect Natural Attacks.

If a tag exists for situation #2 & #3 to remove the foreach loop great but I couldn't find any in my notes.... :)

Mathias May 23rd, 2017 03:11 PM

Okay, from what I read in the original post, #2 and #3 were done, and this script was only trying to implement #1

ShadowChemosh May 23rd, 2017 03:39 PM

Quote:

Originally Posted by Mathias (Post 250487)
Okay, from what I read in the original post, #2 and #3 were done, and this script was only trying to implement #1

Ahh yeah. I could be wrong but I took it that #1 & #2 where done and they need #3.

Guess we will know for sure once BloodAngel099 replies. :)

Mystic Lemur May 23rd, 2017 10:05 PM

Quote:

Originally Posted by ShadowChemosh (Post 250476)
I can't find in my notes a Helper.? tag that forces a Natural Attack to do full damage. Maybe Aaron/Mathis knows one because I "thought" such a tag existed.

Helper.NatPrimary is what causes it to not have the -5 to attack and to have full strength to damage. Equipping a weapon removes Helper.NatPrimary leaving only Helper.NatSecondary

ShadowChemosh May 24th, 2017 12:36 PM

Quote:

Originally Posted by Mystic Lemur (Post 250496)
Helper.NatPrimary is what causes it to not have the -5 to attack and to have full strength to damage. Equipping a weapon removes Helper.NatPrimary leaving only Helper.NatSecondary

Yeah but if I remove the Helper.NatSecondary tag then the -5 to hit will also go away. BloodAngel099 didn't mention anything about removing the -5 to hit so I don't want to remove the tag.

In my notes I have "Helper.NatHalfStr" which forces a Primary attack to get half damage. I was hoping there was a Helper.NatFullStr tag to make a secondary get full damage. :)

Mathias May 24th, 2017 12:53 PM

Looks like there is a tag for it - Helper.NoHalfStr.

ShadowChemosh May 24th, 2017 02:52 PM

Quote:

Originally Posted by Mathias (Post 250512)
Looks like there is a tag for it - Helper.NoHalfStr.

Nice! I updated the script above to use the tag instead of adding "back" the half-strength bonus. :)


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