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Manalishi66
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Join Date: Jul 2010
Posts: 157

Old July 15th, 2014, 01:43 PM
Ok, I am trying to add the following class special ability. I looked at the bane weapon for scripting help...but could not figure it out. I am trying to add the damage die bonus to the end of the shuriken on the character sheet like Bane weapons do. Description of ability as follows.....

A favored weapon of many shadow assassins, shuriken are not particularly effective as ranged weapons unless they are used to deliver poison. This shadow style instead imbues each shuriken thrown with a bit of solid shadow, increasing the amount of damage done by any shuriken the shadow assassin throws by +1d6. This increases to +2d6 at 6th level, and to +3d6 at 10th level. The additional damage is treated as being normal piercing weapon damage. Thus a 2nd level human shadow assassin deals 1d2+1d6 damage with a shuriken attack.
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AndrewD2
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Old July 15th, 2014, 02:15 PM
it uses the #extradamage[] macro which done by filling in a few things

#extradamage[hero.childfound[IDofWep], "EXTRA DAMAGE TEXT", field[name].text]

so you would need a script that generates the extra damage text as a string and input in there. What level do they first get this power at?
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Aaron
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Old July 15th, 2014, 02:19 PM
You'll want to foreach through all Shurikens on the hero and use the #extradamage macro to add that in.

PostLevel 10000
Code:
      var extradam as string

      SOME CODE TO DEFINE WHAT AMOUNT OF EXTRA DAMAGE SHOULD BE FOR THIS LEVEL

      ~ If we're not shown, just get out now
      doneif (tagis[Helper.ShowSpec] = 0)

      ~ If we're disabled, do nothing
      doneif (tagis[Helper.SpcDisable] <> 0)

      foreach pick in hero from BaseWep where "IsWeapon.wShuriken"
        #extradamage[eachpick, extradam, field[thingname].text]
        nexteach
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Aaron
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Old July 15th, 2014, 02:20 PM
Ninjaed. How appropriate.
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AndrewD2
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Old July 15th, 2014, 02:45 PM
Aaron's way is better as it will cover all Shurikens on the character mine would just randomly select one if there were multiples.
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Manalishi66
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Old July 15th, 2014, 02:46 PM
It's initially gained at 2nd level and improves at 6th then finally at 10th.
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AndrewD2
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Old July 15th, 2014, 02:52 PM
so modifying Aaron's code you'd need something like

Code:
      var extradam as string

      field[abValue].value += field[xAllLev].value + 2
      field[abValue].value = round(field[abValue].value/4, 0, -1)

      extradam = "+" & field[abValue].value & "d6"

      ~ If we're not shown, just get out now
      doneif (tagis[Helper.ShowSpec] = 0)

      ~ If we're disabled, do nothing
      doneif (tagis[Helper.SpcDisable] <> 0)

      foreach pick in hero from BaseWep where "IsWeapon.wShuriken"
        #extradamage[eachpick, extradam, field[thingname].text]
        nexteach

Last edited by AndrewD2; July 15th, 2014 at 03:39 PM.
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Manalishi66
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Old July 15th, 2014, 02:58 PM
Thanks for the help. This should get me further along.
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Aaron
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Old July 15th, 2014, 03:35 PM
Andrew, you may want to take a second look at the line where you calculate abValue. You're going to end up with an abValue of 8 at 10th level, rather than 3.
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AndrewD2
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Old July 15th, 2014, 03:39 PM
Whoops, math is hard! I fixed it in the previous post now.
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