Member
Join Date: Jul 2010
Posts: 75
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My apologies if there is some glaringly obvious answer to this, but I've honestly never played a character who fought with bare hands and TWF who wasn't a Monk using Flurry of Blows - now that Ultimate Combat has made this a viable option for several other classes, I'm a bit stymied.
How do you equip two Unarmed Strikes (one for each hand) in the Weapons tab of HL? There's only one listed, and if you check off both 1st and 2nd it acts as if you are trying to wield a one-handed Unarmed Strike in two hands (which makes sense, given how the interface handles this for, say, Longswords). For now I've added a pair of brass knuckles to the character portfolio in question and used those to simulate the 'off hand' unarmed strike, but it doesn't calculate in several bonuses that are particular to that char's strikes, obviously. |
#1 |
Senior Member
Join Date: Aug 2010
Location: Dayton, Ohio
Posts: 165
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I don't know if there is a better way, but you can make a new weapon by duplicating the unarmed strike. You then have to uncheck the helper object in that weapon so you can find it in the weapons list. Then you would have a second unarmed strike and can set one as 1st and one as 2nd.
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#2 |
Member
Join Date: Jul 2010
Posts: 75
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I suppose this thread is half 'is this possible via some method I haven't stumbled upon in the default interface' and half 'with UC out, this should be possible to do in the default interface'/feature request.
After trying to do this in the editor, I realized things that modify Unarmed Strike (such as the Ninja's trick that allows it to have Monk unarmed damage dice) don't work on a dupe, and replacing the default wUnarmed with a double-weapon version of the same doesn't work since you can't wield a light weapon in two hands. So... back to square one. Last edited by areteas; August 17th, 2011 at 05:14 PM. |
#3 |
Member
Join Date: Jul 2010
Posts: 75
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OK, kludgy band-aid fix if anyone else has a similar problem. I'm sure there's a more elegant way to do it, but this is how I went about it given my limited abilities with HL code. :3
* Created a copy of the character's race in question (in this case rHuman). * Bootstrapped another wUnarmed onto the copy so humans would have 2, then set the copy (rHuman2) to replace thingid rHuman (the original). * Created a copy of the Monk's unarmed strike (cMnkUnarm) called cMnkUnarm2 and modified it's eval script as follows (replaces everything after lines that read '~ Get our unarmed strike pick, delete the damage tag from it, and assign ~ a new damage tag.'): Code:
var dice as string ~ perform hero.child[wUnarmed].delete[wMain.?] foreach pick in hero from BaseWep where "IsWeapon.wUnarmed" perform eachpick.delete[wMain.?] nexteach if (field[xAllLev].value < 4) then foreach pick in hero from BaseWep where "IsWeapon.wUnarmed" perform eachpick.assign[wMain.1d6_5] nexteach dice = "1d6" elseif (field[xAllLev].value < 8) then foreach pick in hero from BaseWep where "IsWeapon.wUnarmed" perform eachpick.assign[wMain.1d8_6] nexteach dice = "1d8" elseif (field[xAllLev].value < 12) then foreach pick in hero from BaseWep where "IsWeapon.wUnarmed" perform eachpick.assign[wMain.1d10_304] nexteach dice = "1d10" elseif (field[xAllLev].value < 16) then foreach pick in hero from BaseWep where "IsWeapon.wUnarmed" perform eachpick.assign[wMain.2d6_104] nexteach dice = "2d6" elseif (field[xAllLev].value < 20) then foreach pick in hero from BaseWep where "IsWeapon.wUnarmed" perform eachpick.assign[wMain.2d8_204] nexteach dice = "2d8" else foreach pick in hero from BaseWep where "IsWeapon.wUnarmed" perform eachpick.assign[wMain.2d10_205] nexteach dice = "2d10" endif field[livename].text = field[name].text & " (" & dice & ")" And that got me where I needed to go, at least. |
#4 |
Junior Member
Join Date: Aug 2010
Posts: 12
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I take it there is nothing easier yet? I was hoping to make a bare fist two weapon fighter as well.
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#5 |
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