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ARG, Cat claws and Claw Blades

If you want to give this a try I pulled it out my house rules data set. The attached file once added adds another "Claw Blades" weapon on the gear tab but when you buy it a Customizable weapon will appear on the Weapons tab.

Here is what it looks like with a +1 Flaming Claw blades. You can see I equip the Claw blades and the natural attack claws now correctly show the -5 to hit. If you add the gear item twice you will have two sets of claw blades and you will be able to two-weapon fight like normal with them.
View attachment 2499

Thank you so much for providing this file with your take on how to overcome the problem with Claw Blades being a gear item, rather than a weapon.

However, I am still having a couple of problems getting these to work as I feel they should. The first problem that I'm coming across is that damage doesn't scale from d4 to d6. This happens naturally for catfolk who have both the cat's claws racial trait or the claws of the beast manifestation and the catfolk exemplar (sharp claws) feat. Let me explain... The reason I think Claw Blades were made a gear item in the first place is that they have no damage associated with them, giving me reason to believe they should do the same damage as the catfolks claws do but offer the additional benefit of allowing those claw attacks to be enchanted as any manufactured weapon can be. Which is further supported by the type changing from natural to light melee, thus allowing other feats to come into play that otherwise would not be useful. In an attempt to make this work as I feel it should, I have taken ShadowChemosh's code and tried to add various iterations of the following code:
Code:
[B]Pre-levels; 10000[/B]
if (hero.childfound[raCatClaws].tagis[HasAbility.raCatClaws] + hero.childfound[fAspBeaCla].tagis[HasFeat.fAspBeaCla] <> 0) then
      foreach pick in hero from BaseNatWep where "thingid.wClaw"
        if (eachpick.root.tagis[thingid.fAspBeaCla] + eachpick.root.tagis[thingid.raCatClaws] <> 0) then
          ~ Upgrade damage of this weapon
          perform eachpick.assign[Helper.DamageUp]
          endif
        nexteach
endif
I've tried at least a dozen variations of this without effect. Admittedly, I don't know enough about coding to really understand what I'm doing but I do understand it enough to borrow code from other places, such as the monk's unarmed damage class feature. Nothing to this point has worked. I'm thinking either timing may be my problem or possibly I'm not putting the code in the Eval Scripts of the appropriate part of this, be it the gear item, the weapon itself or the magic weapon. I just don't know...

The other problems are extremely minor by comparison but include the addition of 300 gp gear value when selecting the masterwork quality on the generated equipment. Thus making it appear as if the character has 605gp worth of equipment for a single set of Claw Blades.
 
New Version see THIS post to download the .user file. After you install the .user file and restart HL you will find a new "Claw Blades" on the "Gear" tab. Add this item and a new weapon will then appear on the "Weapon" tab.

New Version
March 11, 2014 - Tim Shadow
-Fixed Livename issues from Pathfinder v8.8.
-Fixed issue where the Claw Blades where not being added to the character as Masterwork weapons.
-Fixed issue where gear cost would display as 605gp instead of 305gp. This was caused by having to manually set the weapons to Masterwork.
-Enhanced to have Claw Blades not throw an error if natural Claws are found. This way no matter how you get Claws its valid to use Claw Blades.
-Enhanced to change the Claw Blades damage dice as the natural attack Claw damage increases. The scripts are not feat specific so will work with future or 3PP feats that increase damage dice of Natural Claws.
 
New Version see THIS post to download the .user file. After you install the .user file and restart HL you will find a new "Claw Blades" on the "Gear" tab. Add this item and a new weapon will then appear on the "Weapon" tab.

New Version
March 11, 2014 - Tim Shadow
-Fixed Livename issues from Pathfinder v8.8.
-Fixed issue where the Claw Blades where not being added to the character as Masterwork weapons.
-Fixed issue where gear cost would display as 605gp instead of 305gp. This was caused by having to manually set the weapons to Masterwork.
-Enhanced to have Claw Blades not throw an error if natural Claws are found. This way no matter how you get Claws its valid to use Claw Blades.
-Enhanced to change the Claw Blades damage dice as the natural attack Claw damage increases. The scripts are not feat specific so will work with future or 3PP feats that increase damage dice of Natural Claws.

You sir are the man! Thank you very much for the updates and the quick response to my post, it is very much appreciated.
 
You sir are the man! Thank you very much for the updates and the quick response to my post, it is very much appreciated.
I was home sick so I had a few minutes. Some of these fixes only came about because of recent changes LW did. So it was fun to learn something new. :)
 
I was home sick so I had a few minutes. Some of these fixes only came about because of recent changes LW did. So it was fun to learn something new. :)

Awesome! For the help and getting to learn something new, not for being sick; for that get better soon. :D

I'm still struggling to understand how much of this coding works. I can manage simple things but the complexity of pulling these three together into a single entity and accounting for potential modifications, with future-proofing is simply genius. Thank you again.

And, I'm sure you'll wind up answer more of my questions... These forums are a lifesaver for those who lack the requisite skills...
 
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