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Anpumes
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Old June 23rd, 2013, 10:20 AM
I've searched this item several different ways and have basically come to understand (I think) that there is no way to have HL multiply damage dice within itself. I'm not sure if this is a bug or just a current limitation.

What I'm wondering is, is there a way to script it so that when the charge condition is selected that this can be picked upon and increase the die pool for powerful charge?

I have some experience coding but I'm having a bit of difficulty understanding this coding in some instances and my skills are best suited for taking existing code and modifying it to my own needs...

Thanks for any help or insight that could be provided here.
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Mathias
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Old June 23rd, 2013, 10:30 AM
Damage dice currently can't be multiplied. It's a known limitation that we do intend to solve.
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Anpumes
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Old June 23rd, 2013, 10:47 AM
Quote:
Originally Posted by Mathias View Post
Damage dice currently can't be multiplied. It's a known limitation that we do intend to solve.
Thank you for the quick reply. I will keep on keeping on and wait until it is fixed.
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Anpumes
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Old March 14th, 2014, 06:19 PM
I had an idea on how to potentially implement a Powerful Charge ability that actually changes the damage dice when charging and while my script is not throwing any errors it is not working either. I blame my lack of coding, priority and timing knowledge for this as well as having no idea where to start to find donor code.

My idea came to me from a post to which ShadowChemosh posted a fix for me as well as my digging into ways to implement damage scaling from the monks unarmed damage ability. Here is what I have.
Code:
Post-levels; 10500

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

      ~Get our Charge condition, if true, delete gore damage tag and assign a new tag.
      if (hero.childfound[pstChargin].tagis[thing.activated] <> 0) then
            perform hero.child[wGore].delete[wMain.?]
            perform hero.child[wGore].assign[wMain.4d8_206]
      endif
Any help would be greatly appreciated and thank you in advance.

Last edited by Anpumes; March 14th, 2014 at 07:48 PM.
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ShadowChemosh
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Old March 15th, 2014, 08:15 AM
The only part I am not sure about is this:
Code:
if (hero.childfound[pstChargin].tagis[thing.activated] <> 0) then
As I don't know when "thing.activated" is set. The preferred method is to always check the "field" which for most things is AbilityActive. As conditions are actually "Adjustments" then it will be pIsOn.

So try this:
Code:
if (hero.childfound[pstChargin].field[pIsOn].value <> 0) then
If that does not work then I would move the timing back to First/10000.

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Anpumes
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Old March 15th, 2014, 09:53 AM
Quote:
Originally Posted by ShadowChemosh View Post
The only part I am not sure about is this:
Code:
if (hero.childfound[pstChargin].tagis[thing.activated] <> 0) then
As I don't know when "thing.activated" is set. The preferred method is to always check the "field" which for most things is AbilityActive. As conditions are actually "Adjustments" then it will be pIsOn.

So try this:
Code:
if (hero.childfound[pstChargin].field[pIsOn].value <> 0) then
If that does not work then I would move the timing back to First/10000.
That worked perfectly. I'm really happy that I was on the right track with this since I was basically just guessing as to the "tagis.[thing.activated]" based off of what I was seeing in the debugging information. Though it didn't work at the timing I had it either so huge help giving me proper timing as well.

Thank you, now onto the next project.

As an added bonus, it is handling size increase and the "Improved Natural Attack" feat perfectly.
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Necros99
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Old April 13th, 2014, 08:51 AM
<deleted, wrong topic>

Last edited by Necros99; April 13th, 2014 at 11:38 AM. Reason: wrong topic
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