Senior Member
Join Date: Oct 2011
Posts: 865
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From what i understand, Shield Bash should be available if the shield is a light shield (i dont know if improved shield bash works or not, so im not even looking into that), but I dont see it as a weapon.
Any ideas? |
#1 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Agreed. It looks like it affects all shields, actually. I think what would need to be done is to modify all shields that allow shield bash to bootstrap a shield bash weapon. This is what Pathfinder does.
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#2 |
Senior Member
Join Date: Oct 2011
Posts: 865
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So its a bootstrap? Is this something that can be done in the .user files, or is it something that I have to wait for a new release for?
Appreciate any help. |
#3 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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It can be done in the .user files, though its also a bug in HL. It requires a new weapon (Shield Bash) be created, then bootstrapped to all shields that allow shield bash. I could put something together for you real quick, but full implementation would need to wait until the next community set release.
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#4 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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PM me your email address, and I'll send you an update. For now, this only works with Light Steel Shields. If you are looking for a different shield, specify that in the PM.
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#5 |
Senior Member
Join Date: Oct 2011
Posts: 865
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ok. PM sent.
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#6 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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I have a fully implemented Shield Bash and Improved Shield Bash. It is quite a bit of coding to unwind because I added other things into the code to handle dealing with shield spikes (a nightmare), especially with enhancement bonuses (since the magical shield spikes are just broken and give errors). I'll try to sort that out some.
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#7 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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As before, bootstrap the new (equippable) Shield Bash attack to the shields. Then add this code to shields (there's a better hierarchical way to apply this, but I'm going the easy route here).
@Final Phase (users) 5500 Code:
~ Work out if we're equipped, or, if we're the child of a magic item, ~ if our parent is equipped. var result as number result = field[gIsEquip].value if (container.ishero = 0) then result += container.parent.field[gIsEquip].value endif ~ If shield bash is being used, allow for use of shield and bash. ~ Remove shield AC if equipped, unless Improved Shield Bash exists. if (result <> 0) then var ac as number if (container.ishero = 0) then if (container.parent.gizmo.child[wShldBash].field[gIsEquip].value <> 0) then perform hero.assign[Hero.ShldOffOK] if (#hasfeat[fImpShBash] = 0) then ac = container.parent.field[mAC].value + container.parent.field[BonEnhance].value endif hero.child[ArmorClass].field[tACShield].value -= ac elseif (container.parent.gizmo.child[wShldBash].field[wIs2nd].value <> 0) then perform hero.assign[Hero.ShldOffOK] if (#hasfeat[fImpShBash] = 0) then ac = container.parent.field[mAC].value + container.parent.field[BonEnhance].value endif hero.child[ArmorClass].field[tACShield].value -= ac endif elseif (hero.child[wShldBash].field[gIsEquip].value <> 0) then perform hero.assign[Hero.ShldOffOK] if (#hasfeat[fImpShBash] = 0) then ac = field[mAC].value endif hero.child[ArmorClass].field[tACShield].value -= ac elseif (hero.child[wShldBash].field[wIs2nd].value <> 0) then perform hero.assign[Hero.ShldOffOK] if (#hasfeat[fImpShBash] = 0) then ac = field[mAC].value endif hero.child[ArmorClass].field[tACShield].value -= ac endif endif Last edited by Kendall-DM; March 8th, 2014 at 10:46 AM. |
#8 |
Senior Member
Join Date: Oct 2011
Posts: 865
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If you did shield spikes, id love to use them too. but ill try that.
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#9 |
Senior Member
Join Date: Oct 2011
Posts: 865
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thats an eval script i assume?
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#10 |
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