Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Don’t feel bad as I don’t know what this means either.Keep in mind I have no clue what "the Shadow Monk hybrid class from the Pathfinder Community" means.
~ only perform the rest on the first copy
doneif (tagis[Helper.FirstCopy] = 0)
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
~ If we're disabled, do nothing
doneif (tagis[Helper.SpcDisable] <> 0)
[B]~Add our levels to the unarmed attack damage helper
#value[xMnkUnarm] += field[xAllLev].value[/B]
if (field[xAllLev].value < 4) then
field[abText].text = "1d6"
elseif (field[xAllLev].value < 8) then
field[abText].text = "1d8"
elseif (field[xAllLev].value < 12) then
field[abText].text = "1d10"
elseif (field[xAllLev].value < 16) then
field[abText].text = "2d6"
elseif (field[xAllLev].value < 20) then
field[abText].text = "2d8"
else
field[abText].text = "2d10"
endif
~If our effective monk level is 0 or less, we don't change the damage at all
doneif (field[abValue].value <= 0)
~ If we're disabled, do nothing
doneif (tagis[Helper.SpcDisable] <> 0)
perform assign[Helper.ShowSpec]
[B]~ Get our unarmed strike pick, delete the damage tag from it, and assign
~ a new damage tag.
~ this has been modified to use the MnkWepBase routine
~ since that procedure puts the wMain tag on us, we will need to
~ push it to wUnarmed when we are done
var level as number
level = field[abValue].value
call MnkWepBase
~ clear our wUmarmed and give it our wMain tag
perform hero.child[wUnarmed].delete[wMain.?]
perform hero.child[wUnarmed].pushtags[wMain.?][/B]
~ set our dice damage in abText
var dicetext as string
call wMainText
field[abText].text = dicetext
~ this is for setting the base damage tag for the
~ monk's unarmed strike ability and abilities that
~ gain benefits like that (for example the brawler)
~ INPUT
~ level is our level
~ we assuming that the wielder is medium, because
~ that is what wMain tags assume. Damage dice are then adjusted up or down
~ appropriately based on size.
var level as number
if (level >= 20) then
~ Medium folks get 2d10 at this level.
perform assign[wMain.2d10]
elseif (level >= 16) then
~ Medium folks get 2d8 at this level.
perform assign[wMain.2d8]
elseif (level >= 12) then
~ Medium folks get 2d6 at this level.
perform assign[wMain.2d6]
elseif (level >= 8) then
~ Medium folks get 1d10 at this level.
perform assign[wMain.1d10]
elseif (level >= 4) then
~ Medium folks get 1d8 at this level.
perform assign[wMain.1d8]
else
~ Medium folks get 1d6 at this level.
perform assign[wMain.1d6]
endif
~If this archetype does not have its linked class, do nothing
doneif (islinkage[varies] = 0)
~If our linked class level is less than 4, assign a tag to lower unarmed strike damage one step.
if (linkage[varies].field[cTotalLev].value < 4) then
perform hero.childfound[wUnarmed].assign[Helper.DamageDown]
endif