Senior Member
Join Date: Nov 2015
Posts: 144
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I'm fiddling with a Bow Nomad (People of the Stars pg. 8) Ranger, and I'm not sure if I'm hitting a bug or it's a feature of how silly this archetype is.
I know for a fact that that's a bug, it's missing the -4 to two-weapon fighting with bows. This one, I'm not so sure about. Is it supposed to have two attacks each? Character is level two, 17 Dex, with Weapon Focus (Bows). Help is appreciated, thank you. Last edited by Pooptickler; June 8th, 2021 at 10:15 AM. |
#1 |
Senior Member
Join Date: Nov 2015
Posts: 144
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Sorry for the double post.
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#2 |
Senior Member
Join Date: May 2013
Posts: 240
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The archetype says:
Quote:
I suspect that these two bugs are the result of the archetype being so weird. Dual-wielding longbows? Totally gonzo. |
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#3 |
Senior Member
Join Date: Nov 2015
Posts: 144
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Quote:
Do you have any ideas how I can bandaid this, try to hide the extra attack? Should the second bow even have the -2 from Rapid shot? Last edited by Pooptickler; June 8th, 2021 at 11:07 AM. |
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#4 |
Senior Member
Join Date: May 2013
Posts: 240
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Yes, the second bow should have the -2. Rapid Shot is quite clear about that. It says:
Quote:
Getting rid of the incorrect attack is harder. There's an adjustment for adding an extra attack, but not one for taking an attack away. I cracked open the code for the Extra Attack adjustment, and it works by pushing a Helper.Extra tag onto the selected iterative attack. I tried tweaking the script for that adjustment thus: Code:
~ If we're not enabled, get out now doneif (field[pIsOn].value = 0) ~ If nothing chosen, get out now if (field[pChosen2].ischosen <> 0) then perform field[pChosen2].chosen.pulltags[Helper.Extra?] endif ~if nothing's been chosen, get out now doneif (field[pChosen].ischosen = 0) ~ Adjust the tracker Max Value up or down perform field[pChosen].chosen.assign[Helper.SpcDisable] |
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#5 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
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SpcDisable = "Special Ability Disabled". Unlike abilities, that get disabled often (like not being high enough level to gain a class ability, or having something turned off by a template like skeleton or zombie), there's no mechanics on weapons that have required a "disabled" state before now, so there's nothing testing for that tag.
Question - why are you pulling the Helper.Extra? tag and then not doing anything with it? The comments around that line don't cover what that line is trying to accomplish. |
#6 |
Senior Member
Join Date: May 2013
Posts: 240
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Oh! I just neglected to get rid of that code, which is from the original Extra Weapon Attack adjustment. That can totally be removed.
I haven't done a great deal with manipulating number of attacks. This was just a rough stab at it, which didn't really work out. |
#7 |
Senior Member
Join Date: Nov 2015
Posts: 144
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I'm incredibly sorry, I have no idea how to implement this.
I'm worthless when it comes to code. How would I go about putting any of this in, or does it not actually work? Last edited by Pooptickler; June 8th, 2021 at 09:21 PM. |
#8 |
Senior Member
Join Date: May 2013
Posts: 240
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It doesn't work.
I did a little more research and I think it might require a bunch of scripting to manipulate the attack matrix, which is documented in the release notes for 13.3. But I've read that twice now and I still don't really understand it. My advice is: use an adjustment for the -4 due to dual-wielding, and then just don't roll the extra attack you're not supposed to have. |
#9 |
Senior Member
Join Date: Nov 2015
Posts: 144
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Quote:
Thanks for the help. |
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#10 |
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