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can we add a "+2" to crit dmg?

psych777

Well-known member
trying to see if i can make a trait that adds a +2 to critical hit damage if a particular weapon or weapon type is equipped. it is for a rapier or light piercing or slashing weapons. i'm starting with just looking if a rapier is equipped. i've got it recognizing if the rapier is equipped, but can't figure out the additional damage.
on the develop window fields for the wRapier, the wCrit field has a value of 0 and a Final of 18-20/x2. how does the 0 evolve into the 18-20/x2?
looking at another field, the wDamage has a value of 5 but a final of 1d6+2. so are the "0" and the "5" refering to entries on some table somewhere?
 
What you're going to want to do is use the #extracrit macro and a foreach loop on the trait.

It'll be something like:

Final/10000
Code:
foreach pick in hero from BaseWep where "thingid.wRapier | (wClass.Light & (wType.S | wType.P))"
  #extracrit[eachpick, " +2", field[name].text]
nexteach

What this does is checks every weapon on the hero and selects the ones that are rapiers, and light piercing or light slashing weapons, it then applies +2 damage on a critical.

Note this is untested, but should work, if it doesn't post back and I'll see what I can do.
 
thanks! that appears to have worked. i haven't tried equipping every weapon with it but a random assortment seem to be workin correctly

oh..except bayonet. except it has Class of 2-hand and not light (its just listed in the light weapon group) so thats probably why
 
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