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First attempt with the editor and failing miserably

radionausea

Well-known member
Hi there, I'm trying to use the editor and failing miserably.

I'm trying to make the feat Deadly Throw from "Psionics Expanded: Find the Mark". It adds dexterity bonus to damage on thrown weapons in place of strength bonus. (While maintaining psionic focus but I'm ignoring that).

I used Dervish Dance as a base as its the only feat I know that adds dex to damage:

Code:
var bonus as number
bonus = maximum(#attrmod[aDEX] - #attrmod[aSTR], 0)
 
foreach pick in hero from BaseWep where "IsWeapon.wClass.Thrown" 
  eachpick.field[wAttBonus].value += bonus
  eachpick.field[wDamBonus].value += bonus
  nexteach

and in the Expr-reqs:
Code:
#attrvalue[aDEX] >= 15
#hasfeat[fPointBlnk] <> 0
child[Attack].field[tAtkBase].value >= 3
Unique id = fDeadthrow
Feat category= psionic

However I'm getting the following error message:

Code:
Hero Lab was forced to stop compilation after the following errors were detected
File: DeadlyThrow.user (line 18) - Thing - Invalid unique id


I have never attempted coding of any sort before (html doesn't count) and I have no idea what's wrong, where line 18 is, and would really, really appreciate some pointers!:)
 
Code:
var bonus as number
bonus = maximum(#attrmod[aDEX] - #attrmod[aSTR], 0)
 
foreach pick in hero from BaseWep where "IsWeapon.wClass.Thrown" 
  eachpick.field[wAttBonus].value += bonus
  eachpick.field[wDamBonus].value += bonus
  nexteach
Also the "IsWeapon.wClass.Thrown" is wrong. "IsWeapon" and "wClass" are both groups so you can't have two dots in there. I am pretty sure you mean to have "wClass.Thrown".
 
wCategory.RangeThrow is what the foreach should be looking for.

Once you have the foreach fixed, I recently added a mechanism to make this sort of thing easier. All you have to do is assign the DamageOver tag for the stat you want the weapon to use instead of Strength.

This works on my initial test
PostLevel 10000
foreach pick in hero from BaseWep where "wCategory.RangeThrow"
perform eachpick.assign[DamageOver.aDEX]
nexteach
 
There is one caveat here, some weapons (like daggers) are both thrown and melee. So it will also be modifying the melee damage of such weapons. Now, if LW could just get the wDamBonus to work for just melee, and the wDamRanged to just track ranged damage, that would solve alot of problems. Of course, there would have to be a damage split then, or a selector to choose between using it ranged or as a melee weapon. Just something you should be aware of.

And if someone tells me PF already does this... I'm going to lose my mind.
 
Last edited:
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