Junior Member
Join Date: Oct 2017
Posts: 13
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I have been working on this for most of the day, and just can't seem to figure it out. I am wanting to add a custom feat that will allow you add your proficiency Bonus to your Damage for Melee weapons you are proficient in. I just can't seem to get the Eval Script to be correct. The closest I have come adds the Proficiency Bonus to the Damage of all Melee Weapons (even those without proficiency). Here is what I have for my Eval Script:
Code:
foreach pick in hero from BaseWep where "WepProf.?" eachpick.field[dmmBonus].value += hero.childfound[ProfBonus].field[tProfBonus].value nexteach Thanks, Bob |
#1 |
Senior Member
Join Date: May 2016
Posts: 608
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You can probably look for the Helper.Proficient tag instead, probably in the Final phase.
I think all weapons have an implied WepProf.thingid tag, so your foreach logic will fire off for every weapon. |
#2 |
Junior Member
Join Date: Oct 2017
Posts: 13
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Thank you very much, that is what I needed:
Code:
foreach pick in hero from BaseWep where "Helper.Proficient" eachpick.field[dmmBonus].value += hero.childfound[ProfBonus].field[tProfBonus].value nexteach |
#3 |
Senior Member
Join Date: Oct 2011
Location: Portland
Posts: 313
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Is there a way to add half proficiency bonus? I know there's a ProfHalf thing but I couldn't make it work with this script.
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#4 |
Junior Member
Join Date: Oct 2017
Posts: 13
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If you are having trouble with ProfHalf, I would just go with the math option:
Code:
foreach pick in hero from BaseWep where "Helper.Proficient" eachpick.field[dmmBonus].value += round(hero.childfound[ProfBonus].field[tProfBonus].value/2, 0 ,-1) nexteach |
#5 |
Senior Member
Join Date: Oct 2011
Location: Portland
Posts: 313
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ooh nice. I'll give that a try.
Thank you! |
#6 |
Senior Member
Join Date: Jan 2013
Posts: 273
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Necro'ing this thread, because it's hitting the nail on the head for something I'm looking to do as well. I'm using the scripting, but it's not actually effecting anything. What timing are you using? I went with Post-levels 10000?
I've also bootstrapped Reckless attack to my thing. It works...but on the specials tab it's grayed out. Last edited by Brolthemighty; February 23rd, 2020 at 03:42 PM. |
#7 |
Junior Member
Join Date: Oct 2017
Posts: 13
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Truthfully, I completely forget the reason for this script, but I believe I ran it in Final Phase 5000.
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#8 |
Senior Member
Join Date: Jan 2013
Posts: 273
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Thank you, I'll try that.
Edit: That worked perfectly, thank you! Now I just have to add the script in order for it to only apply when activated (i.e., find the script to add lol.) Last edited by Brolthemighty; February 24th, 2020 at 01:32 PM. |
#9 |
Senior Member
Join Date: May 2016
Posts: 608
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tProfBonus is available till after Levels/15000, but most weapon fields don't get initialized until the Post-Attributes stage so it's usually easier to mess with weapons in the Final stage.
You can always right-click and view the timing report to make sure when something gets touched. When something gets greyed out, is somehow is getting a Helper.Disabled or losing the Helper.ShowSpec tag, those are two things to look for. |
#10 |
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