Member
Join Date: Sep 2012
Posts: 57
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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. |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Damage dice currently can't be multiplied. It's a known limitation that we do intend to solve.
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#2 |
Member
Join Date: Sep 2012
Posts: 57
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#3 |
Member
Join Date: Sep 2012
Posts: 57
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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 Last edited by Anpumes; March 14th, 2014 at 07:48 PM. |
#4 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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The only part I am not sure about is this:
Code:
if (hero.childfound[pstChargin].tagis[thing.activated] <> 0) then So try this: Code:
if (hero.childfound[pstChargin].field[pIsOn].value <> 0) then Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
#5 |
Member
Join Date: Sep 2012
Posts: 57
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Quote:
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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#6 |
Junior Member
Join Date: Jan 2011
Posts: 28
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<deleted, wrong topic>
Last edited by Necros99; April 13th, 2014 at 11:38 AM. Reason: wrong topic |
#7 |
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