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Replacing STR with DEX for Thrown weapons Attack

shinjox

Member
I am trying to the Brutal Throw feat that replaces Strength for Dexterity when attacking with a Thrown weapon. Since Zen Archery, which replaces Wisdom for Dexterity works in a similar way, I have utilized its scripting, changing the script to as follows, but it will still not replace Strength with Dexterity for thrown weapons. I have tested it with Shuriken (a thrown only weapon) and with a variaty of weapons that are thrown and melee.

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

field[abValue].value += maximum(#attrmod[aSTR] - #attrmod[aDEX], 0)

foreach pick in hero from BaseWep where "wFtrGroup.Thrown"
eachpick.field[wAttBonus].value += field[abValue].value
nexteach
 
Also, for a feat, there's a different set of standard checks than for a class ability.

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

Instead of:

Code:
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
 
Ah, thank you much, I am a bit of a newbie with these scripts. I changed the start of the feat to what you posted. I left the phase and priority of the eval to default, but then experimented and changed it to the same as Zen Archery (Post Atributes and 10000) and now it works, except it now adds double strength to the melee attack of weapons that are bothe melee and thrown, it seems.

This is the origonal Zen Archery scriopt:

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

field[abValue].value += maximum(#attrmod[aWIS] - #attrmod[aDEX], 0)

foreach pick in hero from BaseWep where "wFtrGroup.Bows"
eachpick.field[wAttBonus].value += field[abValue].value
nexteach

This is the new script that I have implimented:

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

field[abValue].value += maximum(#attrmod[aSTR] - #attrmod[aDEX], 0)

foreach pick in hero from BaseWep where "wFtrGroup.Thrown"
eachpick.field[wAttBonus].value += field[abValue].value
nexteach

Thank you much for the help.
 
In that case, instead of altering wAttBonus, alter wAttRanged:

Code:
eachpick.field[wAttRanged].value += field[abValue].value
 
Last edited:
Not cooperating

Here's the eval script I have based on the above thread.

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

field[abValue].value += maximum(#attrmod[aSTR] - #attrmod[aWIS], 0)

foreach pick in hero from BaseWep where "wFtrGroup.Simple"
eachpick.field[wAttBonus].value += field[abValue].value
nexteach

Basically what I'm after is a character with this feat can use their Wisdom modifier instead of their Strength modifier for melee attacks.

Right now it's not showing up on the character sheet. Suggestions?

Thanks,

JiB
 
Right now it's not showing up on the character sheet. Suggestions?
The most common issue is you have left the eval script in the default Phase/Priority . You need to be in Phase: Post Attributes Priority: 10000.

Also note the script you posted only affect Fighter Group weapons Simple.
 
Last edited:
Progress

I moved the phase to Post Attributes and gave it a priority of 10000 I also made the following script change.

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

field[abValue].value += maximum(#attrmod[aSTR] - #attrmod[aWIS], 0)

foreach pick in hero from BaseWep where "Melee"
eachpick.field[wAttBonus].value += field[abValue].value
nexteach

Is there a list of variables for HL somewhere? That would be most useful.

JiB
 
Got it working

Well with help from here and a bit of research I got it to work. It's not perfect yet, but it is working. Here's the script as it stands right now.

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

var sm as number
var wm as number

sm = hero.child[aSTR].field[aModBonus].value
wm = hero.child[aWIS].field[aModBonus].value

if ( wm > sm ) then

hero.child[Attack].field[tAtkMelee].value += hero.child[aWIS].field[aModBonus].value - hero.child[aSTR].field[aModBonus].value

endif

I think this could be improved and really we want to limit it to certain weapons but this will do for the immediate need.

Thanks everyone for all your help.

JiB
 
Last edited:
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