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Devout Protector Expertise buggy (and others)

MagicSN

Well-known member
Hello!

I found out today that the Devout Protector Expertise is buggy. It is supposed to give you +1/+2/+3 to attack, but they give you +0. Nothing. Nada. Nichts. I was playing last time with +1 attack less, and hadn't noticed it ^^

I started working on a script to fix this:

- After: Calc attrBonus
- Before: Power attack final

The Script (in Phase Traits with priority 1000):


var bonus as number
bonus = (1 + round(hero.tagvalue[Level.?]/10,0,-1))
foreach pick in hero from Power
perform eachpick.field[wpAtkFeat].modify[+,bonus,""]
nexteach

The remaining problem: How do I check that this is only applied to powers which use a 1 handed melee weapon or a holy symbol?

Also it might be that to have it actually calculated as a feat bonus something like in the Axe Expertise


var bonus as number
if (#level[] <= 10) then
bonus = 1
elseif (#level[] <= 20) then
bonus = 2
else
bonus = 3
endif
foreach pick in hero from WeaponBase where "WepGroup.wgAxe"
perform eachpick.field[wpAtkFeat].modify[+,bonus,""]
nexteach


is better. But what is the complete list of Weapongroups I need to include? And how to include the implement?


It seems the other Expertise feats are fine, BTW, only the Devout Protector Expertise is broken.

EDIT: I updated the above script to also use wpAtkFeat. Still no "check for 1H Weapon or Implement" in though.

EDIT 2: I found out Swordmage Implement Expertise, Mighty Crusader Expertise and War Wizard's Expertise are broken in the same way. Only the very "easy to check which weapon it is" expertises work correctly.

MagicSN
 
Last edited:
My next try:

The part with the implement works already (along the way I fixed Holy Symbol implements which was buggy, I will include the bugfix into the next version of the Paladin User file). What does NOT work is the part where I check if a shield is equipped (this was the only way could find out how to check if someone wields a 1H weapon - checking if he got a shield - and yes, I know that this ignores people dual-wielding, but I guess the number of dual-wielding paladins and priests is small ^^). It gets ignored if I check for >0, if I check for >= 0 it works.

The debugger claims the value would be "2" on my example character, so why the "0"?

One idea might be that there is something wrong with the phases? Maybe this does not work in Setup phase or I need something specify in "After" (currently I am using it like Holy Symbol Expertise - in Setup phase and with nothing specified in "After" and "Before".

Anybody got an idea what I am doing wrong still? Thanks!

~work out what our attack bonus should be
var bonus as number
if (hero.tagvalue[Level.?] <= 10) then
bonus = 1
elseif (hero.tagvalue[Level.?] <= 20) then
bonus = 2
else
bonus = 3
endif

~add an appropriate number of 'attack bonus' tags to all implements of
~the appropriate type
foreach pick in hero
var i as number
if (hero.child[defAC].field[trtShield].value>0) then
for i = 1 to bonus
perform eachpick.assign[Helper.AttBonus]
next
endif
nexteach
foreach pick in hero where "EquipIndex.? & ImplemType.itHolySym"
var i as number
for i = 1 to bonus
perform eachpick.assign[Helper.AttBonus]
next
nexteach
 
List of the broken feats for expertise are:

- Devout Protector Expertise
- Battle Song Expertise
- Eldritch Fusillage Expertise
- Mighty Crusader Expertise
- Totem Expertise
- Two-Handed Weapon Expertise
- War Wizard's Expertise
- White Lotus Duellist Expertise

All other Expertises work (if I did not overlook one). Started to work on this stuff.

While I was looking at this I noticed that "Bracers of Mighty Striking" are not calculated correctly BTW (they do not give their bonus to basic attacks).
 
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