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Creating a feat to add damage dice

insaneurge

Well-known member
I have been attempting to add a couple of custom feats with no success in getting them to function properly in hero lab. One feat, when active would grant a -2 to hit and add one damage die to all melee attacks, another would grant a -2 to hit and add one damage die to all ranged attacks. I also wanted to create a similar feat that when activated would grant a -5 to hit and add 2 damage dice to all ranged attacks.

How do I script this?
 
What is a "damage die"?

Is that a certain dice added to the damage, static regardless of what what damage starts off as? Is it a multiplication of the current dice? Or is it one step along the damage progression (as when a weapon increases in size or when Improved Natural Attack is applied)?
 
Yes, such as instead of doing 2d6 damage, it would deal 3d6 damage. I tried to use a number of scripts as a basis for trying to get the feats to work, including the Lead Blades adjustment or Improved Natural Attack feat. However, any way I have tried it, nothing happens when I attempt to use the feat.
 
Yes, such as instead of doing 2d6 damage, it would deal 3d6 damage.
So if a greatsword is the example which does 2d6 your saying you would instead do 2d6+1d6 damage? A longsword would do 1d8+1d8 for damage correct?

If so your best beat would be to figure out the dice size and then add it as 'extra' damage using the #extradamage[] macro.

It may not "look" like what you want 3d6 would be 2d6+1d6 but it will be allot easier to do and logically is the "exact" same thing.
 
Yes, such as instead of doing 2d6 damage, it would deal 3d6 damage. I tried to use a number of scripts as a basis for trying to get the feats to work, including the Lead Blades adjustment or Improved Natural Attack feat. However, any way I have tried it, nothing happens when I attempt to use the feat.

You said "Yes", but I am still not clear which you are saying yes to. The example you give would fit both the first and third options I posited. Could you clarify how, exactly, the damage is supposed to increase?
 
What is a "damage die"?

Is that a certain dice added to the damage, static regardless of what what damage starts off as? Is it a multiplication of the current dice? Or is it one step along the damage progression (as when a weapon increases in size or when Improved Natural Attack is applied)?

Sorry Aaron, it would be a static increase regardless of what damage begins as. As ShadowChemosh pointed out, a greatsword (2d6) would increase to (3d6) damage, a longsword (1d8) would now do (2d8).

Example, a 5th-level fighter with a 10 strength normally has an attack with his greatsword of +5 for 2d6 damage. He applies the feat and now has a +3 to hit but deals 3d6 damage.

ShadowChemosh, for myself, I would probably save myself the work and use (your) adjustments to factor in the to hit and damage. However I was trying to make it as easy as possible for my gaming group to use.
 
ShadowChemosh, for myself, I would probably save myself the work and use (your) adjustments to factor in the to hit and damage. However I was trying to make it as easy as possible for my gaming group to use.
Use those adjustments as a "helper" to write your own custom scripts. Those adjustments use the "#extradamage[]" macro and it would be easist to use that to add the extra dice damage.

You could use a field to take total control of the custom damage text but its a bit more work. Using "#extradamage[]" would easier and just need a foreach loop to look for all melee or ranged weapons.

in example (please note I wrote this at work without access to HL):
Code:
foreach pick in hero from BaseWep where "wCategory.Melee"
   eachpick.field[wAttack].value += -2
   #extradamage[eachpick,"+1d6"]
nexteach
So several things wrong here as I am not sure wAttack is the right field name. Second you would need to pull out the dice value and create a string variable to replace the "+1d6" above.

I would look at my Old "Vital Strike" feat that is in the basic pack hidden in the "Deprecated" file. That did allot of work with pulling out dice values from the tags on weapons.
 
Sorry Aaron, it would be a static increase regardless of what damage begins as. As ShadowChemosh pointed out, a greatsword (2d6) would increase to (3d6) damage, a longsword (1d8) would now do (2d8).

Example, a 5th-level fighter with a 10 strength normally has an attack with his greatsword of +5 for 2d6 damage. He applies the feat and now has a +3 to hit but deals 3d6 damage.

ShadowChemosh, for myself, I would probably save myself the work and use (your) adjustments to factor in the to hit and damage. However I was trying to make it as easy as possible for my gaming group to use.

Alright, so if I understand correctly, the process is actually none of the three I suggested. It is a fourth, adding a die whose size matches what already exists there.

For example:

a weapon which deals 1d4 gains another d4. Ends at 2d4
a weapon which deals 1d12 gains another d12. Ends at 2d12
a weapon which deals 6d6 gains another d6. Ends at 7d6

If that is what you want, I would recommend foreaching through all appropriate weapons at Final 12100 and adding 1 to the wMMainDNum/wRMainDNum and wMOffDNum/wROffDNum.
 
If that is what you want, I would recommend foreaching through all appropriate weapons at Final 12100 and adding 1 to the wMMainDNum/wRMainDNum and wMOffDNum/wROffDNum.
Oh yeah those got added for when VS was finally done. That is a better idea. I guess that's why you get paid the "big" bucks Aaron. :p :)
 
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