Junior Member
Join Date: Sep 2014
Posts: 17
|
I'm surprised this hasn't been implemented, tbh. In my particular case I'm trying to create a weapon to replicate the effects of the "Shillelagh" cantrip, so I need to be able to change the weapons attack and damage ability mod from strength to wisdom. While there are workarounds with adding attack and damage bonuses, they're obviously not ideal, and the tooltips will be wrong, so I'd really like to have this fixed. I'm certain there are many other situations to use this adjustment as well.
|
#1 |
Senior Member
Join Date: May 2016
Posts: 608
|
I'm not sure if this would change the tooltips correctly as you are expecting but the following adjustment code can be copied/pasted into a personal .user file or if the community wants to borrow it into their adjustment files. It has two dropdowns - the first looks for a weapon that must be in inventory, the second asks for the overriding attribute.
Code:
<thing id="pXXWepAttr" name="Override Ability Modifier for Weapon (Attack and Damage)" description="Override the ability modifier for a weapon attack." compset="InPlay"> <tag group="OthAdjCat" tag="Equipment"/> <tag group="Helper" tag="NoIncr"/> <tag group="Helper" tag="AdjNoPlus"/> <tag group="Adjustment" tag="YourWep"/> <tag group="Adjust2nd" tag="Attribute"/> <eval phase="PostAttr" priority="10000"><![CDATA[ ~ If we're not enabled, get out now doneif (field[pIsOn].value = 0) ~if nothing's been chosen, get out now doneif (field[pChosen].ischosen = 0) doneif (field[pChosen2].ischosen = 0) ~ Pull selected ability tags perform field[pChosen2].chosen.pulltags[DamageOver.?] perform field[pChosen2].chosen.pulltags[MelAttOver.?] perform field[pChosen2].chosen.pulltags[RanAttOver.?] ~ Push them on to weapon perform field[pChosen].chosen.pushtags[DamageOver.?] perform field[pChosen].chosen.pushtags[MelAttOver.?] perform field[pChosen].chosen.pushtags[RanAttOver.?]]]></eval> </thing> |
#2 |
|
|