Senior Member
Join Date: Dec 2011
Posts: 100
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...when the character hold a weapon of this type, blah blah blah <insert flavor text> altering the weapon <insert more lemony goodness> more deadly.
The gist is that, as certain levels, the damage die of a weapon would change. for the most part this becomes a lather, rinse, repeat, but I can't seem to get the lather/rinse portion to work. Here's what I started with: Post Level/1000 ~at 5th level, our damage die with battle axes increases to 1d10 if (#levelcount[class] >= 5) then perform hero.child[wBattleaxe].assign[wMain.1d10_304] endif 2 problems. 1) This works fine for a regular battle axe, but enchanted battle axes still show as 1d8 damage. My first thought was that this was a timing issue, but... 2) this only seems to work at Post-levels. I've tried it at every phase thinking I needed to have it act after the enchanted axe was added, but when I change the phase it stops affecting the regular axe. Even changing to Post-Level(User) causes the regular battle axe to return to 1d8. If I could get this to work, it would be a series of elseif statements, but I need to get the first statement to work or I'll just be copy pasting the problems. My plan C is to to add new weapons with the appropriate damage dice. I'd prefer not to add redundant items (like d10 battle axe, d12 battle axe, etc) if I can avoid it. Please, oh mighty forum gurus, save the poor bits from redundancy. |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Code:
~at 5th level, our damage die with battle axes increases to 1d10 if (#levelcount[class] >= 5) then ~find all our battleaxes and replace whatever damage they have with ~1d10 foreach pick in hero from BaseWep where "IsWeapon.wBattleaxe" perform eachpick.tagreplace[wMain.?,wMain.1d10_304] nexteach endif |
#2 |
Senior Member
Join Date: Dec 2011
Posts: 100
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As usual, the forum Heroes save the day.
Any idea why my script only worked on the post level phase with less then 10000 priority? |
#3 |
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