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Getting a natural attack to scale with size

I am working on getting the Strength Devotion feat from Complete Champion fully working. im starting on getting the natural attack to work properly

I can bootstrap wSlam in. Apply the Tag 'NatPrimary' in group 'Helper' to get full strength bonus.
For damage i pulled up the code i get when generating a weapon and find that '1d10_304' in wMain is the correct tag. It all works.

Except when the character then uses enlarge person. the attack doesn't then scale to the next step.

Any ideas?
 
The Size Category adjustment doesn't change the damage dice on natural attacks (among other things). I haven't figured out a way to do it yet. A look inside the "Helper.DamageUp" might help if we had that ability, but otherwise I'm not sure how to do it that way.

That said, you could take a look at how the various dragon races assign their damage. They use an eval script to assign damage dice based on the size of the creature. That way, when the size increases (or decreases) the damage dice change appropriately. You could to the same thing with your feat.
 
I have coded my Size Category adjustment to take into account the natural attacks, and it works fine. Just add this code at the timing indicated.

Post-Levels (Users)/11000
Code:
~ If we're not enabled, get out now.
doneif (field[pIsOn].value = 0)

foreach pick in hero from BaseNatWep
  eachpick.field[wDamage].value += field[pAdjust].value
nexteach
 
Kendall, that code looks like it will add a user set amount to the damage, I think the original poster is asking about increasing the Die Size when the hero's size increases. I.E. a medium wolf's bite is 1d6, but if Enlarge Animal is cast on it the bite should become 1d8.
 
Kendall, that code looks like it will add a user set amount to the damage, I think the original poster is asking about increasing the Die Size when the hero's size increases. I.E. a medium wolf's bite is 1d6, but if Enlarge Animal is cast on it the bite should become 1d8.
Don't feel bad as I got Mathias with this one also but "wDamage" is the dice size field. Your thinking of "wDamBonus" which is different. Kendall's script will work by increasing/decreasing dice size.

I did the same thing for some of the Spell Adjustments for Pathfinder.
 
Hmmm....for races that set the damage based on the creature's size (aka dragons), this causes an issue. In my case, I found that the half-dragon template wasn't properly applying damage dice if the base creature wasn't medium. So I made my own and put in a script similar to the dragons. When I enlarge him with the size category adjustment, it increases the damage dice applied in the script that already accounts for the increased size. I haven't delved into trying to figure out a way around this. I just wanted to mention it in case people have a similar situation to mine. This is probably a rare corner case, though.
 
For anyone wondering, I managed to resolve my issue with the half-dragon natural weapons getting increased incorrectly. It was actually fairly simple because I had already coded in a SpecSource for the natural weapons being applied by the half-dragon template. In this case, then the foreach statement gets modified to this:

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

foreach pick in hero from BaseNatWep where "!SpecSource.HalfDragon"
  eachpick.field[wDamage].value += field[pAdjust].value
nexteach

This way, the natural weapons that are provided by the Half-Dragon are unaffected by the size category adjustment (since that's already handled in the Half-Dragon template I modified for myself). This same change could be used for the Dragon races. Are there any other races that have damage dice determined in a script in the race?
 
Last edited:
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