• 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

Automatically set a specific Weapon type!

bodrin

Well-known member
I'm trying to code an adjustment that increases the damage die to a natural weapon instead of using the show menu current weapons selection box.

Is this possible?

I'd just like to be able to select the adjustment and it apply to only claws, bite, Unarmed strikes and so forth.

This is the code that i'm trying at the moment but i get this error

Hero Lab was forced to stop compilation after the following errors were detected:

Syntax error in 'eval' script for Thing 'pAniAspGor' (Eval Script '#1') on line 5
-> Invalid child transition syntax used

Code:
~ Increase our weapon damage size by one increment
      hero.child[wClaw] + field[gSizeMod].value += field[pAdjust].value
 
It looks as though you're copying from the weapon size adjustment - look again at that script - what's between field[pChosen].chosen and field[gSizeMod].value in that, compared to what's between hero.child[wClaw] and field[gSizeMod].value in your script?
 
Okay i've managed to apply the damage increase to the natural attack however i've now got a side effect, I'm presuming the gSizeMod field actually applies a penalty to the attack bonus as per the Core Rules.

Code:
hero.child[wClaw].field[gSizeMod].value += field[pAdjust].value

However I now need to figure out how to counteract the attack penalty for each size penalty as the adjustment should only increase the damage dice for the weapon.

For example if added to a medium creature with 1d6 claw damage the new damage would be 1d8 but the size attack penalty would not be applied as the medium creature is still a medium creature but the Claw has now become more potent.

Any suggestions?
 
I may be wrong, but doesn't Improved Natural Attack do exactly what you're trying to accomplish?

So instead of increasing it based on size, simply apply:

Code:
perform focus.assign[Helper.DamageUp]
 
Never mind!

Success.

Code:
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

     ~ Increase our weapon damage size by one increment
      hero.child[wClaw].field[gSizeMod].value += field[pAdjust].value

     ~ Add 2 to our attack bonus to counteract the weapon size penalty
hero.child[Attack].field[tAtkMelee].value = hero.child[Attack].field[tAtkMelee].value +2
 
You may also want to take a look at the adjustment for a spell called Strong Jaw - that looks very close to what you're trying to accomplish (it adds +2 damage steps to all natural attacks).
 
Never mind!

Success.

Code:
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

     ~ Increase our weapon damage size by one increment
      hero.child[wClaw].field[gSizeMod].value += field[pAdjust].value

     ~ Add 2 to our attack bonus to counteract the weapon size penalty
hero.child[Attack].field[tAtkMelee].value = hero.child[Attack].field[tAtkMelee].value +2
You do realize that the script is giving a +2 bonus to ALL melee attacks not just to claws right?

Also if the Character has more than one set of claws this only adjusts one set of claws.

So if the character has Claws x2 and Claws x2 only one of these set of claws will get the size increase and HL sort of randomly picks which one actually.

Last thing is if you use the "Helper.DamageUp" tag you don't have to worry about off-setting the attack penalty caused by increasing the weapon size. So in this case just apply the tag TWICE and it will increase the damage twice.
 
You do realize that the script is giving a +2 bonus to ALL melee attacks not just to claws right?

Also if the Character has more than one set of claws this only adjusts one set of claws.

So if the character has Claws x2 and Claws x2 only one of these set of claws will get the size increase and HL sort of randomly picks which one actually.

Last thing is if you use the "Helper.DamageUp" tag you don't have to worry about off-setting the attack penalty caused by increasing the weapon size. So in this case just apply the tag TWICE and it will increase the damage twice.

Yes I'm just debugging now and it's kicking my a*s i'm now trying the DamageUp tag but keep getting an Invalid tag expression specified for 'foreach' statement! error
 
P.S. - if this is for the Animal Aspect: Gorilla spell, that spell only improves the unarmed attack, not natural attacks, as I read it.

Code:
perform hero.childfound[wUnarmed].assign[Helper.DamageUp]
 
Last edited:
P.S. - if this is for the Animal Aspect: Gorilla spell, that spell only improves the unarmed attack, not natural attacks, as I read it.

It will be for the Animal Aspect : Gorilla eventually, however I have a player that wants to just grow big talons from their fingernails to employ a claw attack so i'm coding that adjustment first just to appease them.
 
Sorted out! Custom script for home brew game done.

Animal Aspect Gorilla done too!

Code:
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Increase our unarmed attack by one size
foreach pick in hero from BaseWep where "wCategory.Unarmed"
   perform eachpick.assign[Helper.DamageUp]
nexteach
:)

Ninja'd by Mathias with the better code

Code:
perform hero.childfound[wUnarmed].assign[Helper.DamageUp]
 
Back
Top