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Junior Member
Join Date: Nov 2009
Posts: 21

Old March 15th, 2010, 03:40 PM
Hi All

I am working on adding some spells in the conditions section that increase a pc's attack and damage by 2.

I have this so far for a spell that uses BonLuck...

~ +1 Attack
hero.child[Attack].field[BonLuck].value = maximum(hero.child[Attack].field[BonLuck].value, 1)
~ +1 Damage
hero.child[Damage].field[BonLuck].value = maximum(hero.child[Damage].field[BonLuck].value, 1)
The attack part works...the damage does not.

It seems like BonLuck does not work yet if i change the code to read....

~ +1 Damage
hero.child[Damage].field[tDamBonus].value = maximum(hero.child[Damage].field[tDamBonus].value, 1)
It seems i can get a bonus to work but i have multiple spells with different types (Morale and Luck and insight) that i need have stackable.

So i figure i am missing something very simple...what would it be?

Last edited by kridak; March 15th, 2010 at 03:43 PM.
kridak is offline   #1 Reply With Quote
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Join Date: May 2005
Posts: 12,895

Old March 15th, 2010, 04:44 PM
The Damage component does not have access to the modifiers because the weapons themselves are unfortunately set up so that their modifier fields apply to their attack, which means that the Damage pick can't forward its fields on to the weapons like the Attack pick can.

So, until I can figure out a way to properly distinguish an attack BonLuck and a damage BonLuck on a weapon, damage can't be tracked modifier by modifier.
Mathias is offline   #2 Reply With Quote
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Join Date: Nov 2009
Posts: 21

Old March 15th, 2010, 04:55 PM
Okie dokie thanks allot Mathias.

kridak is offline   #3 Reply With Quote
Join Date: Jan 2010
Posts: 42

Old March 27th, 2010, 05:47 AM
you could just have a temp adjustment named with each bonus and add it to all damage dealt

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