Senior Member
Join Date: Jul 2010
Posts: 3,147
|
Hmmm....for races that set the damage based on the creature's size (aka dragons), this causes an issue. In my case, I found that the half-dragon template wasn't properly applying damage dice if the base creature wasn't medium. So I made my own and put in a script similar to the dragons. When I enlarge him with the size category adjustment, it increases the damage dice applied in the script that already accounts for the increased size. I haven't delved into trying to figure out a way around this. I just wanted to mention it in case people have a similar situation to mine. This is probably a rare corner case, though.
|
#11 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
|
For anyone wondering, I managed to resolve my issue with the half-dragon natural weapons getting increased incorrectly. It was actually fairly simple because I had already coded in a SpecSource for the natural weapons being applied by the half-dragon template. In this case, then the foreach statement gets modified to this:
Code:
~ If we're not enabled, get out now. doneif (field[pIsOn].value = 0) foreach pick in hero from BaseNatWep where "!SpecSource.HalfDragon" eachpick.field[wDamage].value += field[pAdjust].value nexteach Last edited by Sendric; May 1st, 2012 at 10:05 AM. |
#12 |
|
|