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Senior Member
Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858
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I'm playing in a heavily house ruled game, and desperately need some help with a couple of the modifications to the Monk class.
I'm fairly adept with the editor as long as it's a matter of check-boxes and "standard" changes. I've had a little bit of success previously with copying eval scripts and making minor changes, but I am - in general - absolutely worthless with code. Now that I've got that out of the way, here's what I've got. First, the archetype is a Gestalt of the Monk and the Barbarian. Got that part down. If possible, I'd like to make the changes below to the Archetype, not to the base Monk class. The first house rule I can't figure out is to feat selection. The GM allows the Monk to take feats normally only available to Fighters (Weapon Specialization, for example) as feats taken with character progression (not bonus feats for Monk levels). I can't figure out how to make these available and active without error messages. The second is changes to the Flurry of Blows ability, and is more complex to explain. First, the Flurry ability progresses to Improved at sixth level and to Greater at 11th level (due to the Monk getting full BAB). In addition to the extra attacks, at 6th level the Monk can now make a single extra attack (over and above the extra attack at -5 originally granted by Improved TWF) at his highest base attack bonus on a standard action attack, at the end of a charge or as part of a Spring Attack action, but both attacks take the -2 penalty. At 11th level, in addition to the extra attack(s) granted by ITWF, the Monk gets two more extra attacks, each at -5, and the -2 penalty for Flurry is removed. Finally, in this game the penalty for iterative attacks is never greater than +5, regardless of character class, BAB progression, etc. So at 11th level a Full BAB character (which the Monk now is), the attack bonuses would be +11/+6/+6 (w/out Flurry). Flurry bonuses would be +11 (BAB)/+11 (ITWF)/+6 (BAB -5)/+6 (BAB -5)/+6 (ITWF)/+6 (GTWF)/+6 (GTWF). Does that all make sense? |
#1 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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For 1, anyone can already take Weapon Specialization in the general feat table. Do you mean his monk level counts as his fighter level for the purpose of feat pre-reqs? I believe the Magus does something similar, so you might want to look at the Fighter Training class ability for an example script.
For the 2nd, I don't think you can do this. The lower attack bonuses are all hard coded and based on the attack bonus of the weapon, so there is not a way to change the differences between each from 5 to something else. The closest that I am aware you can do is to set the Helper.ExtraHigh tag on weapons, which is used for things like Haste and Monks spending Ki for an extra attack. That tag adds 1 extra attack at the highest bonus, without affecting subsequent attacks. |
#2 |
Senior Member
Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858
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Thanks, Aaron.
Weapon Specialization has Fighter Level 4th as a pre-req. So I guess it's available to other characters, but not without throwing up a validation error. I'll look at the Magus class ability and see if I can figure it out. That's what I was afraid of on number two. I guess I'll track that one manually for now. |
#3 |
Senior Member
Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858
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Got the Fighter feats figured out - much appreciated!
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#4 |
Senior Member
Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858
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OK, more help needed!
In this game, Weapon Focus works for weapon group rather than individual weapons, and adds +2 damage in addition to the +1 attack (replacing Weapon Specialization). I looked at the eval script in Weapon Focus, but first I got lost in all the added code to make it work for weapon groups if the Hero has certain tags, and then couldn't find where it actually adds the +1 attack (which was where I was thinking to add the +2 damage as well. Greater Weapon Focus will then add another +1/+2 which stacks with the bonuses from Weapon Focus. Help, please!? EDIT: Found the attack bonus and damage bonus picks, but can't figure out how to use the feat to apply them to the weapons in the weapon groups. Last edited by Maidhc O Casain; April 5th, 2014 at 08:57 AM. |
#5 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Actually after looking at the script its doing allot of what you need already. So a few small tweaks:
Code:
~ the chosen weapon, but to all weapons of the same weapon group. if (tagcount[Hero.MartVersa] + hero.tagcount[Hero.MartMaster] <> 0) then Code:
~ the chosen weapon, but to all weapons of the same weapon group. if (tagcount[Hero.MartVersa] + hero.tagcount[Hero.MartMaster] + hero.tagis[source.YOUR_SOURCE_ID] <> 0) then Then this section is doing almost everything you need. You just have to add the bonus to damage here: Code:
foreach pick in hero from BaseWep if (eachpick.tagmatch[wFtrGroup,wFtrGroup,initial] <> 0) then perform eachpick.assign[Broadcast.WepFocus] perform eachpick.pulltags[WepFocus.?] endif nexteach 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. |
#6 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Soo... I am a little unclear exactly what you're currently having trouble with. Somewhere along this thread you lose me. Could you restate your difficulty in simple terms and I will see what I can do?
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#7 |
Senior Member
Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858
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Thanks, Aaron.
Part of the confusion is likely because my initial question changed - ShadowChemosh gave me an answer to that. I'm now trying to make Weapon Focus work for weapon groups rather than individual weapons. In this game, Weapon Focus also adds +2 damage in addition to the +1 attack (replacing Weapon Specialization). I think I've got the bit about adding the +2 to Damage working correctly. For the bit about choosing a weapon group rather than a specific weapon, it looks like the current version already does this in some instances, so I've added the campaign source ID to those instances with the reasoning that whenever that source is checked it should activate this. That produced the strange results I posted above in 1, 2 and 3. |
#8 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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If you actually want to choose among weapon groups, why not use the existing selection abilities for weapon groups? You can choose among them by applying the fShowWhat.WeaponsGrp tag to your feat. Now ideally, you could then pull the wFtrGroup tag from the chosen selection but it looks like those aren't on the selection picks right now. I will add them for the next release, but if you want to get this working before then you'll have to check the selection and assign an appropriate wFtrGroup to the feat within your script.
Regardless of how it got there, once you have the tag on your feat, foreach through all weapons on the hero looking for an intersect. If you find one, apply both broadcast tags to the chosen weapon and let HL's internal stuff apply the bonuses. Neither of these is tested, tweak as necessary. Version 1 (wait for release): Pre-levels 5000 Code:
doneif (tagis[Helper.FtDisable] <> 0) doneif (field[usrChosen1].ischosen = 0) perform field[usrChosen1].chosen.pulltags[wFtrGroup.?] foreach pick in hero from BaseWep if (eachpick.intersect[wFtrGroup,wFtrGroup] <> 0) then perform eachpick.assign[Broadcast.WepFocus] perform eachpick.pulltags[WepFocus.?] perform eachpick.assign[Broadcast.WepSpec] perform eachpick.pulltags[WepSpec.?] endif nexteach perform hero.pushtags[WepFocus.?] perform hero.pushtags[WepSpec.?] Pre-levels 5000 Code:
doneif (tagis[Helper.FtDisable] <> 0) doneif (field[usrChosen1].ischosen = 0) if (field[usrChosen1].chosen.tagis[thingid.selWGrpAxe] <> 0) then perform assign[wFtrGroup.Axes] elseif (CHECK THE NEXT AND SO ON) ASSIGN THE RIGHT TAG AND SO ON endif foreach pick in hero from BaseWep if (eachpick.intersect[wFtrGroup,wFtrGroup] <> 0) then perform eachpick.assign[Broadcast.WepFocus] perform eachpick.pulltags[WepFocus.?] perform eachpick.assign[Broadcast.WepSpec] perform eachpick.pulltags[WepSpec.?] endif nexteach perform hero.pushtags[WepFocus.?] perform hero.pushtags[WepSpec.?] |
#9 |
Senior Member
Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858
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Thanks, Aaron (and thanks to you as well, Shadow)!
That's what I was aiming for, and just not quite getting there. I'll wait for the next release, probably, as that looks much more elegant. Any idea when that will be? (Not rushing you, just looking for a ballpark). |
#10 |
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