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Adjusting Power Attack Fear

Krothos

Well-known member
Adjusting Power Attack Feat

In my campaign, we play with a modified Power Attack feat. The feat does not increase damage by *1.5. So a 1st level fighter with a greatsword would only get +2 damage when using Power Attack.

I have looked at the Tools, and pulled up a copy of the Power Attack data file. I can see the evaluation scripts, min requirements, but cannot locate the actual fields that would allow me to make the change necessary to match my campaign's house rule.

I successfully created a new Power Attack user file, with a unique identifier, name, and updated text. This test successfully in the software, and I was able to selected in HL. But it still +3 damage when I enable the feat with a greatsword.

Please help. :) Still trying to muck my way through the scripting of this great program. Thanks!
 
Last edited:
Oh, thank you. This video was extremely helpful.

I do have one question though, my house rule modified Power Attack eliminates the x1.5 bonus for wielding weapons with 2 hands, but leaves the x.5 bonus for off-hand weapons. So with Power Attack enabled, you get either -1/+2 or -1/+1. How would I go about changing this so that the new feat would affect 2-haneded attacks in that manner? It appears that this "bonus" determination is based upon the weapon/attack itself and not Power Attack.

Thanks! :)
 
Update... I was able to create a couple of new traits and a feat that we use in our group. So thank you again for the assistance. The Power Attack change is still puzzling me though.
 
Well, looking into it further, the multiplier used is internal and not able to be manipulated from outside, so I'd recommend applying a damage penalty to two handed weapons to counteract the extra x.5 they get from power attack. There is a field specifically for damage bonuses for 2 handed weapons, but it doesn't apply to 1 handed weapons wielded with 2 hands, so I think you'll have to foreach through all weapons on the hero to apply this. Here is how I would modify the existing scripts.

First (at post level 5000) becomes:
Code:
      field[abValue].value += round(#BAB[]/4,0,-1) + 1
      field[abValue2].value += field[abValue].value * 2

      ~ Store half our damage bonus in the third value field, so we can apply
      ~ it as a penalty to offset the extra x.5 added to 2-handed weapons.
      field[abValue3].value -= round(field[abValue2].value/2,0,1)

Second one (at post attr 14000) becomes
Code:
      ~ If we're disabled, do nothing
      doneif (tagis[Helper.FtDisable] <> 0)

      doneif (field[abilActive].value = 0)

      hero.child[Attack].field[atmPenalty].value -= field[abValue].value
      hero.child[Damage].field[tDamPower].value += field[abValue2].value
      
      ~ Counteract the extra bonus 2 handed weapons get when power attacking
      var powattmult as number

      foreach pick in hero from BaseWep
        ~First handle manufactured weapons
        if (eachpick.tagis[component.BaseNatWep] = 0) then
          ~Two-Handed weapons have a multiplier of 1.5
          if (eachpick.tagexpr[component.BaseWep & (wClass.TwoHanded | (wClass.OneHanded & fieldval:gSizeDiff = 1) | (wClass.Light & fieldval:gSizeDiff = 2))] <> 0) then
            powattmult = 1.5

            ~ Unless they are double weapons, being wielded doubly.
            if (eachpick.tagis[wCategory.Double] <> 0) then
              if (eachpick.field[wIsDouble].value <> 0) then
                powattmult = 1
                endif
              endif

          ~Any other weapons give a multiplier of 1.5 if equipped in 2 hands. We
          ~don't need to distinguish between one/light because light weapons
          ~equipped with 2 hands already throw an error.
          elseif (eachpick.tagexpr[component.BaseWep & Hero.MainHand & (Hero.OffHand | Helper.PowTwoHand)] <> 0) then
            powattmult = 1.5

          ~weapons equipped in the off hand but not the main hand are halved.
          elseif (eachpick.tagexpr[component.BaseWep & !Hero.MainHand & Hero.OffHand] <> 0) then
            powattmult = .5

          ~and finally everyone else gets just 1 (because we assume they will wield
          ~it in the main hand only unless equipped otherwise).
          else
            powattmult = 1
            endif

        ~Now to handle the natural weapons
        elseif (eachpick.tagis[component.BaseNatWep] <> 0) then
          ~Natural weapons treated as 2 handed use a higher mult, regardless of
          ~their Primary/Secondary attack status.
          if (eachpick.tagis[Helper.NatTwoHand] <> 0) then
            powattmult = 1.5

          ~We could be secondary because we lack NatPrimary, or because we have
          ~it but it has been overridden
          elseif (eachpick.tagexpr[!Helper.NatPrimary | (Helper.NatPrimary & Helper.NatOverSec)] <> 0) then
            powattmult = .5

          ~Any other natural attack is assumed to be primary.
          else
            powattmult = 1
            endif
          endif

        ~ If our multiplier is x1.5, then apply the penalty
        if (powattmult = 1.5) then
          eachpick.field[dmmPenalty].value += field[abValue3].value
          endif
        nexteach

Hope that helps!
 
Holy... Wow! I didn't realize how involved this project was going to be, as evidence by that script! I'm sure this will help create my feat. Thank you! You, Sir, are awesome!

As a side note, I updated my Gnoll Killer trait and was able to add the trait bonuses to attacks and damage with a In-Play checkbox. All from watching your video. :)
 
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