Senior Member
Join Date: May 2013
Posts: 240
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I'm working on implementing a Pathfinder 1e version of the 3.5 era Dervish prestige class from Complete Warrior. I've got everything working except the capstone.
The relevant rules text reads as follows: Quote:
Code:
~ Get our BAB. var bab as number bab = hero.child[Attack].field[tAtkBase].value ~ To count attacks, we divide by 5 (rounding up) var iterativeAttacks as number iterativeAttacks = round(bab/5,0,1) ~ The first attack is the high attack. ~ We just want iteratives, so subtract 1. iterativeAttacks -= 1 ~ Add the extra attacks to our weapons var x as number if (field[abilActive].value <> 0) then foreach pick in hero from BaseWep where "!Helper.ExtraHigh" ~ Assign the extra high attack. perform eachpick.assign[Helper.ExtraHigh] ~ Assign as many extra iterative attacks as they have iteratives. for x = 1 to iterativeAttacks perform eachpick.assign[Helper.ExtraIter] next nexteach endif 1) The extra iterative attacks continue applying -5 penalties. My test PC had an attack sequence of +23/+18/+13. What I wanted was +23/+23/+18/+18/+13/+13. What I actually get is +23/+23/+18/+13/+8/+3. I suspect that's hard-coded into the way Helper.ExtraIter works, but if I'm wrong I'd love to hear about it. 2) It interacts badly with the spell adjustment for Haste. If you turn on Haste after enabling A Thousand Cuts, the haste values completely replace the ones from the class ability. And if you turn on A Thousand Cuts while Haste is already going, nothing happens. Probably the Haste code runs at an earlier phase and that check for Helper.ExtraHigh is making it skip all the weapons because they've already been modified by Haste. 3) Due to my own oversight, it's totally unaware of the distinction between main-hand and off-hand attacks when two-weapon fighting. For example, the off-hand weapon in my sample PC gets three more iterative attacks even though they only have a single off-hand attack usually. Haste does the same, actually -- it grants an extra attack on both the main hand and the off hand weapon in a dual-wielding PC. So I'm in good company with that oversight. In order to really implement this property I would need a way to count the attacks each weapon in the PC's inventory is currently eligible to make and use that for the number of attacks to add. I've been staring at all this for hours now, and I'm seriously tempted just to skip implementing the attack doubling and stick a note in the description that says "Note: the attack doubling of A Thousand Cuts has not been implemented. Just roll your usual attacks twice." Anyone have any better suggestions? |
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#1 |
Senior Member
Join Date: Jan 2011
Location: Quebec, QC, Canada
Posts: 464
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Quote:
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#2 |
Senior Member
Join Date: May 2013
Posts: 240
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Well, I think that'll be the solution then. Oh, well.
Thanks! |
#3 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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In the FAQ, find the Data File Authoring section for 13.3 - that's when the handling for very complex iterative attacks was added - it's really complex, but each of the numbers that's being output is stored as a single value in a matrix, so you can maually generate all of them at the numbers you want, if your attack isn't using the progression that's represented by Helper.ExtraHigh (which is only supposed to add extra attacks to the highest bonus, not anything lower than that - it sounds like what you want is one ExtraHigh + one Extra2nd + one Extra3rd (of course those other tags aren't things that exist, so you'll have to handle it all manually).
And hopefully, the other fields and controls that affect things are powerful enough that you won't need to edit the matrix directly. |
#4 |
Senior Member
Join Date: May 2013
Posts: 240
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I'm guessing you mean the 13.3 data files release notes.
I just read the description of how attacks are generated there, and whoosh, I think I may have to read it again. Several times. And maybe draw some pictures. It seems pretty involved. Thanks for the tip! |
#5 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Within Hero Lab, from the Help menu, choose "Pathfinder Roleplaying Game FAQ" - that's where we store all of the release notes, and when we're making the forum posts, we just copy from there, so I had thought of that as being easier to find than the forum post, but the forum post has the same info.
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#6 |
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