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How would one increase the base damage for melee attacks for a race?
I have rcEiImpDam in boostraps ... do I make the Tag the damage like wMain and 1d6_6? DT Butchino | Writer, Illustrator, Designer DeviantArt|Facebook|Twitter Last edited by Sketchpad; March 26th, 2010 at 06:39 PM. |
#1 |
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Lone Wolf Staff
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Please tell me more about what you're trying to accomplish - I don't have enough information to help you with whatever problem you're running into.
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#2 |
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Basically, the race has a racial increase in melee damage from 1 die code to the next ... so like 1d4 to 1d6
DT Butchino | Writer, Illustrator, Designer DeviantArt|Facebook|Twitter |
#3 |
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So the weapon's damage code differs from the standard progression on page 302 of the Bestiary? A third of the races in the Bestiary in the book do that - why call it out as something special?
When you're bootstrapping the weapon, just put in the damage tag it uses, rather than the standard tag. |
#4 |
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From one of your other posts, you're asking about punching damage, not natural attack damage, right?
Try assigning the wUnarmed weapon the Helper.DamageUp tag: foreach pick in hero from BaseWep where "IsWeapon.wUnarmed" perform eachpick.assign[Helper.DamageUp] nexteach Timing: before PostLevel/10000 |
#5 |
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Is that an Eval Script?
DT Butchino | Writer, Illustrator, Designer DeviantArt|Facebook|Twitter |
#6 |
Senior Member
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Yes, it would go in an eval script on the racial special.
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#7 |
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