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Medium two weapon fighting Feat script for herolab

ronstar

Member
Hi guys,

I was wondering whether anyone could help me with a custom feat. I have been very unsuccessful invwriting scripts so the more assistance the merrier.

The custom fear called medium
twf would be taken after twf so as to allow the character to use two medium weapons without penalty. Ie -2/-2 instead of -4/-4.

Thanks
Ron
 
Hi guys,

I was wondering whether anyone could help me with a custom feat. I have been very unsuccessful invwriting scripts so the more assistance the merrier.

The custom fear called medium
twf would be taken after twf so as to allow the character to use two medium weapons without penalty. Ie -2/-2 instead of -4/-4.

Thanks
Ron

You mean like Oversized Two Weapon Fighting from 3.5?

Eval Script
Pre levels 500
Code:
foreach pick in hero from BaseWep where "fieldval:wIs2nd = 1 & !fieldval:gIsEquip = 1"
   perform eachpick.delete[wClass.?]
   perform eachpick.assign[wClass.Light]
nexteach

Then for instance you could have TWF or multiweapon fighting as prereqs
Expr-Req
Code:
#hasfeat[fTwoWep] + #hasfeat[fMultiWep] <> 0

and for 13 str prereq
Expr-Req
Code:
child[aSTR].field[aFinalVal].value >= 13
 
Hi,

Thanks so much, that worked like a charm.

I have one more script if you can help me with it too it will be amazing.

I would like to create a custom feat that allows someone that has oversized two weapon fighting and dervish dancing to become a two weapon dervish dancer (dervish whirlwind).

I've been fiddling with it...
from:
doneif (hero.tagis[Hero.EquipShld] + hero.tagis[Hero.EquipOff]
I changed it to: doneif (hero.tagis[Hero.EquipShld]

but it doesnt work...

would appreciate your help with this too

thanks
Ron
 
doneif needs an open parentheses and then a close parentheses - and what's in the middle has to be a question - "is A = B", "is A <> B", etc.
 
doneif needs an open parentheses and then a close parentheses - and what's in the middle has to be a question - "is A = B", "is A <> B", etc.

Sorry, when I copied I ommited the ) by mistake.

I dont understand your answer unfortunately. probably because I dont understand how this scripting works yet (couldnt find a guide that i cuold easily follow).

when I create the dervish whirlwind (two handed dervish dance) script it give a massive penalty to the main hand and the correct penalty to the off hand (-2).

I am completely off, so if someone could provide the script (and a good reference for future learning) that would be great. have a party meeting this sunday, and am afraid I wont have time to get this right by then.

thanks a lot
Ron
 
Take the exprreqs Pezmerga showed you:

Code:
#hasfeat[fTwoWep] + #hasfeat[fMultiWep] <> 0

That's

A + B <> C

(<> means "not equal to")

or

Code:
child[aSTR].field[aFinalVal].value >= 13

That's

A >= B

What goes within a doneif's parentheses is the same sort of test.
 
hi

Thank you for the instruction, but i still do not know how to build this feat for TW dervish dancer.

after i have all the pre reqs including oversized TWF, and add dervish whirlwind, my charcter's to-hit should be +11 with one scimitar, +9/+9 with two scimitars.
What i get though is +3/+9. or +9/+15. obviously neither are right depending on how much i blindly mess with the script .... would very much appreciate if you could provide me with the actual code.

thanks
Ron
 
hi

Thank you for the instruction, but i still do not know how to build this feat for TW dervish dancer.

after i have all the pre reqs including oversized TWF, and add dervish whirlwind, my charcter's to-hit should be +11 with one scimitar, +9/+9 with two scimitars.
What i get though is +3/+9. or +9/+15. obviously neither are right depending on how much i blindly mess with the script .... would very much appreciate if you could provide me with the actual code.

thanks
Ron

Mathias was saying that you didn't have a full conditional statement, and it lacked a closing parentheses.

Code:
doneif (hero.tagis[Hero.EquipShld] <> 0)

Just change the doneif statement as above. The rest should execute as long as you do not have a shield equipped.
 
Last edited:
two weapon dervish dance

hi there,

still doesnt work...

this is my script for derish whirlwind, it is supposed to override dervish dance. and together with oversizedweapon fighting give a -2 -2 tohit penlaty, while benefiting from the advantages of dervish dance with each scimitar. it seems ot interfeer withthe original dervish dance, rather than override it and just allow the dex bonus for both weapons.

can you please advise what is wrong with it.

in eval scripts:
pre attribures, priority 10000
=========================
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ If we have a shield equipped or another weapon in our off hand, do nothing, we are done.
doneif (hero.tagis[Hero.EquipShld] <> 0)

~figure out the difference between our DEX and STR modifiers (minimum 0, since the feat says "can", not "must")
field[abValue].value += maximum(#attrmod[aDEX] - #attrmod[aSTR], 0)

~ Otherwise, go through to all scimitars on the hero and replace their Strength bonuses to Hit and Damage with Dex bonuses... Also apply the piercing weapon tag so we count for precise strike.
foreach pick in hero from BaseWep where "IsWeapon.wScimitar"
eachpick.field[wAttBonus].value += field[abValue].value
eachpick.field[wDamBonus].value += field[abValue].value
nexteach

Frist priority 10000
==============

~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ Assign the piercing weapon tag so scimitars work with Duelist abilities.
foreach pick in hero from BaseWep where "IsWeapon.wScimitar"
perform eachpick.assign[wType.P]
nexteach

in Expt-reqs
#hasfeat[fDervDance]<>0
#hasfeat[fTWFB_1]<>0
 
Your script is in pre-attributes. That early, the attribute modifiers haven't been calculated, so #attrmod[aDEX] and #attrmod[aSTR] will both return 0. Move it to the post-attributes phase instead.
 
Hi,

I made the change you suggested.

I now get +9 main hand, +15 off hand. should be +9 +9.

it seems that it is adding up the bonuses from dex on the of fhand twice.
any ideas?

thanks
Ron
 
Hi,

I made the change you suggested.

I now get +9 main hand, +15 off hand. should be +9 +9.

it seems that it is adding up the bonuses from dex on the of fhand twice.
any ideas?

thanks
Ron
The script you have posted above is just about giving Dex to Damage. Please post your script that tries to make the Scimitar a Light weapon when in the off-hand. Assuming there is a script.

My advice is that there is a new Tag Aaron added that simply makes a weapon when used in the off-hand considered a light weapon. So for my own games I have the scimitar always set to use this new tag so that it can be treated as a Light Weapon but only for purposes of TWF.

The new tag is "Helper.TwoWpLight".
 
The script you have posted above is just about giving Dex to Damage. Please post your script that tries to make the Scimitar a Light weapon when in the off-hand. Assuming there is a script.

My advice is that there is a new Tag Aaron added that simply makes a weapon when used in the off-hand considered a light weapon. So for my own games I have the scimitar always set to use this new tag so that it can be treated as a Light Weapon but only for purposes of TWF.

The new tag is "Helper.TwoWpLight".

Hi,

I am probably adding the tag incorrectly as it doesnt work.

So besically I am looking for a script for a feat that will have dervish dance and oversized twf as pre reqs and allow the character to benefit from the full dervish dance dec bonus to dmg with the main scimitar on the main hand and half the dex bonus with the offhand scimitar.

I have been trying for days and have not been able to get it.

Can someone please save me from my missery and give me the script.

would very much appreciate it.

thanks

Ron
 
The script you have posted above is just about giving Dex to Damage. Please post your script that tries to make the Scimitar a Light weapon when in the off-hand. Assuming there is a script.

My advice is that there is a new Tag Aaron added that simply makes a weapon when used in the off-hand considered a light weapon. So for my own games I have the scimitar always set to use this new tag so that it can be treated as a Light Weapon but only for purposes of TWF.

The new tag is "Helper.TwoWpLight".

the script is post levels priority 10,000 just like dervish dance

my normal to-hit is dex bonus is + 12, and dmg +6, and that is what should be shown.

when I select two scimitar my main hand to hit/dmg becomes +10 / +6, as it should
the offhand to hit/dmg becomes +17/+6, so its adding an extra dex bonus +1 to to-hit. so this needs to be fixed.

also, I need a line that aborts if both weapons are not scimitars.



regarding assigning scimitar as light weapon, this is what I am doing:

~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ Assign the piercing weapon tag so scimitars work with Duelist abilities.
foreach pick in hero from BaseWep where "IsWeapon.wScimitar"
perform eachpick.assign[wType.P]
perform eachpick.assign[wClass.Light]
nexteach
 
Last edited:
For timing use like "First, 1,000" or lower.
Code:
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ Assign the piercing weapon tag so scimitars work with Duelist abilities.
foreach pick in hero from BaseWep where "IsWeapon.wScimitar"
     perform eachpick.assign[wType.P]
     perform eachpick.assign[Helper.TwoWpLight]
nexteach

That should make HL treat the off-hand scimitar as a light weapon. I think your issue was that while you made it a Light weapon you never removed the original one-hand tag. Also your way would make the Scimitar a light weapon for purpose of Power Attack and other feats.
 
For timing use like "First, 1,000" or lower.
Code:
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ Assign the piercing weapon tag so scimitars work with Duelist abilities.
foreach pick in hero from BaseWep where "IsWeapon.wScimitar"
     perform eachpick.assign[wType.P]
     perform eachpick.assign[Helper.TwoWpLight]
nexteach

That should make HL treat the off-hand scimitar as a light weapon. I think your issue was that while you made it a Light weapon you never removed the original one-hand tag. Also your way would make the Scimitar a light weapon for purpose of Power Attack and other feats.

It calculates the bonuses on two hit "correctly" my offhand weapon is not a scimitar, only when the offhand is not a scimitar then there should be no bonuses at all (so that is wrong too). I figure I need a doneif statement there for when offhand is not scimitar.

I have this bit of script to "solve" the first problem but it does not compile: doneif (hero.tagis[Hero.EquipOff.IsWeapon.wScimitar] = 0)

Also, when the off hand is a scimitar then I get +17 to hit instead of +10 (i.e. +12 normal, -2 penalty for light offhand)

Here is my entire script For 2 handed dervish dance. its has oversized twf, and dervish dance as pre reqs. the second part is basically the dervish dance script with a slight modification. I think that is why I am getting the strange result on the offhand, but dont know exactly why (or maybe i am wrong). at the begining of this thread is the script for oversized TWF which I got from Pezmerga

First, 1000

~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ If we have a shield equipped or another weapon in our off hand, do nothing, we are done.
doneif (hero.tagis[Hero.EquipShld] <> 0)

~ If we do not have a simitar in off hand
doneif (hero.tagis[Hero.EquipOff] = 0)

~ Assign the piercing weapon tag and light weapon tag so scimitars work with Duelist abilities.
foreach pick in hero from BaseWep where "IsWeapon.wScimitar"
perform eachpick.assign[wType.P]
perform eachpick.assign[wClass.Light]
nexteach

Post attributes, 10000


~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ If we have a shield equipped or another weapon in our off hand, do nothing, we are done.
doneif (hero.tagis[Hero.EquipShld] <> 0)

~ If we do not have a simitar in off hand
doneif (hero.tagis[Hero.EquipOff] = 0)



~figure out the difference between our DEX and STR modifiers (minimum 0, since the feat says "can", not "must")
field[abValue].value += maximum(#attrmod[aDEX] - #attrmod[aSTR], 0)

~ Otherwise, go through to all scimitars on the hero and replace their Strength bonuses to Hit and Damage with Dex bonuses... Also apply the piercing weapon tag so we count for precise strike.
foreach pick in hero from BaseWep where "IsWeapon.wScimitar"
eachpick.field[wAttBonus].value += field[abValue].value
eachpick.field[wDamBonus].value += field[abValue].value
nexteach
 
Last edited:
Both have to be run after pre-levels/10000, because in both you test those tags.

#2 is already at post-attributes/10000, which is after pre-levels/10000, so no change is needed there.

How about pre-levels/11000 for #1 - about as early as you can get without being before that limit.
 
Both have to be run after pre-levels/10000, because in both you test those tags.

#2 is already at post-attributes/10000, which is after pre-levels/10000, so no change is needed there.

How about pre-levels/11000 for #1 - about as early as you can get without being before that limit.

Hi Mathias,

unfortunately that didnt change anything. still same issues percist.

for issue 1: I think I need a line doneif offhand weapon not a scimitar. I dont know how to express that in script. can anyone help please?

for issue 2: I have no idea why the dex bonus is counted twice on the offhand weapon. It does it even when I select only the offhand weapon (i.e. 2nd eapon checked), and when also I select both. but when I select both it ignores the off hand penalty which works with anz other weapon

thanks
Ron
 
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