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Adding Natural Attacks

Brolthemighty

Well-known member
Okay, so here's the text of the feat I'm trying to create:

Claws of the Beast
You partially change into your hybrid form, sprouting fangs and claws that you can use to fight your enemies.
Benefit: As a free action while in humanoid form, you may make a Change Shape (DC 10) to gain the use of your hybrid form’s natural attacks. You inflict damage as per your hybrid form and otherwise treat your unarmed attacks as natural weapons. When fighting with them, you count as making armed attacks. You make full-attacks with them as per your hybrid form. You can return to your normal form as a free action that does not require a Change Shape check.

Here's what I've put in so far:

Booststrap: wClaw
Boostrap Tags:
- Group: wMain Tag ID: 1d8_6
- Group: Value Tag ID: 2

Booststrap: wBite
Boostrap Tags:
- Group: wMain Tag ID: 2d6_104


I pulled the bootstrap entries from the lycanthrope template I'm using (GM homebrewed Were Lion.) I'm having two problems with it through. The first, the attacks are always there....instead of having an clickable button under the In-Play tab. I also tried using the Boostrap Group: pS2wClaw and Group: pS2wBite. Same problem. The second problem is that the damage dice don't match the damage I get when I'm in hybrid form. I just don't know how to fix it.
 
I also tried using the Boostrap Group: pS2wClaw and Group: pS2wBite. Same problem. The second problem is that the damage dice don't match the damage I get when I'm in hybrid form. I just don't know how to fix it.
Going by the names their you have my Adjustment addon running. Take a look at those two adjustment and specifically at the Bootstrap and then on to the Condition of the bootstrap.

So that gives you an idea that you need a Bootstrap condition to get this to work. The Shapechange Thing adds a set of tags onto the hero that you can check for. I don't remember what those tags are off the top of my head. To find the tags add a core Werewolf template and set the inplay tab to be different form. Then check the "hero" tags and see what one fits.

Then you simply have to add that tag to the bootstrap condition section very early around First/99 timing.
 
I'll be honest, I didn't really follow all of that, lol. I can see where to change in to the Hybrid form...but I'm not seeing where to check the "hero" tags. Or what I'm supposed to be looking for....
 
I can see where to change in to the Hybrid form...but I'm not seeing where to check the "hero" tags.
Go to "Develop->Enable Data File Debugging" then go to "Develop->Debugging->Show Hero Tags". I am not near HL so those maybe not the exact name but should get you close enough.

In this new window are the Tags that have been assigned to the Hero (ie the top most container on your character). When you turn shapshifting on/off you will see these tags in the list change. Look for one called like something about Hybrid form or something.

An easier way maybe to do a "New (Copy)" against the werewolf template. Then click on the "Bootstrap" button top right. Then find "wBite" and then click on the "condition" button. The tag that the bootstrap is looking for should be listed here. You want to do the same thing on your natural attacks so that you conditionally bootstrap when the weapons appear.
 
Alright, I think I'm seeing it. One moment.

Edit: Alright, so this is what I found/added to the conditions....:

Condition: Hero.LyHybrid | Hero.LyAnimal

Reloading all of it....it now gives additional natural attacks while in hybrid form. Which means that's not it.
 
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Okay, so in order to get the right damage for these attacks, I think I've got it figured out by adding the Tags Helper.NatSizeDmg to them. This should size them correctly, and get them working right.

However, I'm still not finding a way to "activate" this feat.

Edit: Alright, so adding that under Tags didn't work. Also, looking at it.....I need to find a way to "activate" it while in natural form, and have it disabled in hybrid. Bleh.
 
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That should work as it works for the existing HL templates. Maybe send me over the .user file so I can take a look. Maybe easier that way. My email is my forum ID at yahoo dot com.
 
So I totally missed that this was a Feat not a template. So the idea of the tags is the same but you have to make up your own custom tag. You do this on the feat under "User Tags" section. To keep it all straight I use the Unique ID of the feat.

Then you I set a "Show in activated abilities" so I can turn the feat on/off. I added the following script at First/50:
Code:
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)
~ If not activated get out now
doneif (field[abilActive].value <> 1)

~ Push all custom tags to hero before First/99 so that the
~ condition on the bootstrap sees the tags.
perform hero.pushtags[Custom.?]

Then on the Bootstrap section of the feat I added the claws and weapons. We want the weapons NOT the adjustments:
Image2.jpg
Then we add a "Conditional Bootstrap". This says it requires the tag to show up on the "Hero" before First/99 to actually show on the character.
Image3.jpg
 
Alright, so I've got it loaded...but the damage of the claws still doesn't match the damage of when I activate Hybrid form. There's a button in in-play to activate the feat...that all works. Just the damage is wrong. I'll keep trying to play with it.

Edit: Got it fixed. I added the Tags Helper.NatSizeDmg and Helper.DamageUp.

Edit: Again, thanks for the help Shadow!
 
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