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lifer4700
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Old January 11th, 2013, 09:37 AM
What mechanism controls the display of the final Flurry numbers?

I know the cMnkFlurr has an Eval Script that calculates the base values that are attached to the ability text.

I also know that ultimately adding Helper.ShowFlurry adds the display of the adjusted flurry attack values for that particular weapon.

But something happens in there somewhere... I just don't know what.

Example, 12th level Monk, Str 14, Weapon Focus (unarmed).

In the Special tab, I see...
Flurry of Blows +10/+10/+5/+5/+0 (Ex)
...which won't change until I level up. As expected.

In the Weapons tab, I see...
Unarmed Strike
Melee: +12/+7
Flurry: +13/+13/+8/+8/+3

Quarterstaff
Melee: +11/+6
Flurry: +12/+12/+7/+7/+2
...again, all as expected.

My question is, where does HL do the math?
Is it part of Helper.ShowFlurry? If so, where do I find that to examine it?


(I'm mainly asking because if you give Flurry to a class that doesn't have a medium BAB progression, the numbers are off on the weapon)
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Mathias
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Old January 11th, 2013, 09:49 AM
Those calculations are not accessible to users.
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lifer4700
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Old January 11th, 2013, 10:46 AM
Ok, so do I file a this as a bug, or is there an Enhancement Request process?

I'm certain that the numbers are being calculated as intended (except for the Point Blank Shot on Zen Archer, but I filed that already), and I'm just using Flurry as it was not intended.


The final numbers on the weapon are off by the difference in BAB between medium progression and the BAB of the class it's being added to.

For instance, using archetypes, if I give Flurry to a class with a high BAB, then the Helper.ShowFlurr shows numbers that are too high. (+1@1st, +3@10th, +5@20th)

If, however, I give Flurry to a class with a low BAB, then the Helper.ShowFlurr shows numbers that are too low. (correct@1st, -2@10th, -5@20th)


P.S. The Specials tab always shows the correct base for Flurry, it's just the Helper.ShowFlurr tag on the weapon output that is incorrect.

Last edited by lifer4700; January 11th, 2013 at 10:47 AM. Reason: added postscript
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Mathias
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Old January 11th, 2013, 11:54 AM
I'd recommend creating something that shows up on the Special tab that shows the correct numbers for your special case - you can calculate the numbers you want and display them as text.
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lifer4700
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Old January 11th, 2013, 12:12 PM
Ok, I'll probably use the cMnkFlurr as a guide.
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lifer4700
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Old January 11th, 2013, 02:43 PM
UPDATE:

Fixed it dynamically on the Eval Script for the Archetype. It's a bit crude, but it works.

I stole heavily from ShadowChemosh's adjustment for Weapon Flurry: Ranged Attack Bonus.

I added this at Phase: First, Priority: 20000
Code:
~ Fix Flurry Ranged Attack bonus

      ~find the adjustment needed (difference from medium BAB)

      var iLev as number
      var iDif as number

      iLev = hero.tagcount[Classes.Ranger]
      iDif += 1
      if (iLev >= 5) then
        iDif += 1
      endif
      if (iLev > 8) then
        iDif += 1
      endif
      if (iLev > 12) then
        iDif += 1
      endif
      if (iLev > 16) then
        iDif += 1
      endif

      ~search through all our weapons,
      ~if they're bows, fix ranged flurry

      foreach pick in hero from BaseWep where "Helper.ShowFlurry | wFtrGroup.Bows"
        if (eachpick.tagis[wFtrGroup.Bows] <> 0) then
          eachpick.field[wRanFlurry].value -= iDif
        endif
      nexteach
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