Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
|
Ok, not sure what happened ... but I wiped out my eval script, tested, and then copied it back in and now Claws show up 6 times ... but one of them have the right damage. I have no clue why. And while I was typing this I somehow got all the wrong ones to go away and the right one be there ... so I ended up with a working version after all. The only thing left is to figure out how to get it to now say "Claw x2 (Claws(xdy))" for the weapon while still getting it to say Claws (xdy) on the specials tab ...
|
#11 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
|
I'm trying to make a copy of the wClaw weapon to modify, but I can't find it in the editor anywhere.
Is it not there or am I just blind? Thanks, Andrew |
#12 |
Senior Member
Join Date: Sep 2010
Location: Rochester, NY
Posts: 263
|
I had this issue too and I can't remember where I found it...let me see
|
#13 |
Senior Member
Join Date: Dec 2009
Location: Independence, Mo
Posts: 797
|
I am not the best to answer this, and correct me if I'm worry, but it looks to me the only way is to go to race custom specials tab and make it there and then bootstrap it there using the natural weapons (claw ) . then do your mods after that. but not sure - I just played with it and I got it to work in that window. Hope that helps. I hope if it doesn't someone with more knowledge can help you.
No I still need to work out some details. Last edited by jbearwillis; October 18th, 2011 at 08:23 AM. Reason: Was not the right answer |
#14 |
Senior Member
Join Date: Aug 2008
Location: Miamisburg, OH
Posts: 1,322
|
Are you trying to make a copy of the wclaw to modify it?
Web site - Cheese Weasel Logistics - www.cheeseweasel.net Twitter - @CheeseWeaselGMZ For user created content check out www.d20pfsrd.com and www.cheeseweasel.net For video demos of Hero Lab go to http://www.youtube.com/user/TheChiefweasel?blend=9&ob=5 |
#15 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
|
|
#16 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,207
|
To do what?
|
#17 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
|
The class I'm working on can end up with multiple sets of claws by taking Enticements (similar to an Eidolon's evolutions). But these extra arms are secondary attacks (unless another enticement is taken to make them primary).
I figured I'd need to have two different weapons to bootstrap, because when I tried adding the second set of claws the damage was actually messed up (see the post Stonewarden Paragon Class for what I was doing with that). Then I figure with the enticlements that change to primary attacks I'd subtract 2 from the value on the secondary attack and add 2 to the value of the primary. |
#18 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,207
|
Near the end of the options in the editor is the Custom tag group - you can create new custom tags there.
When you're setting up the bootstraps of your claws, add one of the new custom tags you've created. Then, when you're searching through all the claw attacks on the character, you can identify specific sets. |
#19 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,207
|
The Helper.NatPrimary tag will make a natural attack primary, the Helper.NatOverSec tag will override that and force the weapon to be secondary.
|
#20 |
Thread Tools | |
Display Modes | |
|
|