• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Adjust Monk Unarmed Damage

Ok, so a couple things. It looks like you decided not to bootstrap the existing class ability, and created your own class ability, with the unique ID "cSHADSTR".

1. Your eval script timing is off. Final is too late to add to the value of xMnkUnarm, you even have a "before" element naming the script you need to go before, which is raising a timing issue on load.

Move the following script to PostLevel 4000
Code:
      ~ 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)

      ~Add our levels to the unarmed attack damage helper
      [B]#value[xMnkUnarm] += field[xAllLev].value[/B]

      if (field[xAllLev].value < 4) then
        field[abText].text = "1d4"
      elseif (field[xAllLev].value < 8) then
        field[abText].text = "1d6"
      elseif (field[xAllLev].value < 12) then
        field[abText].text = "1d8"
      elseif (field[xAllLev].value < 16) then
        field[abText].text = "1d10"
      elseif (field[xAllLev].value < 20) then
        field[abText].text = "2d6"
      else
        field[abText].text = "2d8"
        endif

2. Because you're working with a class ability you made yourself, you don't need to mess with xEffectLev (as you would if you were bootstrapping the class ability used by the monk), you can alter the value you're adding directly. The line I bolded above, change that to add 4 less than your level, minimum 1. Here is how I would do that.

Code:
      #value[xMnkUnarm] += maximum(field[xAllLev].value - 4, 1)

3. Finally, Weapons generate their damage early in PostLevel, so the script where you are assigning Helper.DamageDown if below 4th is also a bit late, though much less than the script in 1.

I would say, move that script from Post Level 10000 to Post Level 2500
 
Well, go to "Develop" and click on Enable Data File Debugging. Go to the weapon tab and right click on the unarmed strike, and choose "Show Debug Tags".

The window that pops up shows all the tags on Unarmed strike weapon, do you see one which might be related to your issue? Once you have that, add a script to your special which deletes that tag from the weapon.
 
I found a tag that sets non-lethal called wSpecial.Nonlethal. I think that's doing it.

Where should I include the script? In one of the three scripts in the ShadowUnarmed? Create a new one?

What should the delete line look like?
 
I don't think it matters which eval script it is in, try one and if that doesn't work try another.

delete is a fairly common function which you should be able to find an example of. Here is one such

Code:
      perform hero.child[xFly].delete[Value.?]

the first [] is the pick, and the second [] is the tag to delete
 
Back
Top