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Add Proficiency Bonus to Melee Attacks

BobStumpp

Member
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

Any way I can reduce this to just proficient weapons? Or is there a better way?

Thanks,

Bob
 
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.
 
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
 
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.
 
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

Doing this from my head, but that should be correct...
 
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:
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:
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.
 
Thank you guru. I went ahead and created a new thread since it's ranging away from the initial post. I'll look into the timing report and such though. See what I can suss out.
 
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