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Power Throw

velinion

Member
Has anyone implemented, or have any idea how to implement the Power Throw adept power?

For those not familiar, it increasing strength by two per point of the power for the purpose of calculating throwing damage only.

In effect, each point of Power Throw increases damage of thrown objects by 1 (I don't know of any throwing weapon that is not str/2)

I've messed around with the editor a bit, but I'm not sure how to increase the damage of a category of weapons.
 
Have you gotten into studying the fields and tags of things, yet?

If not, go to the develop menu, and check the first option - "enable data file debugging"

Now, add a variety of weapons - bows, firearms, melee weapons, throwing weapons, thrown grenades - your goal here is to figure out what differentiates a throwing weapon from all the other weapons.

On each of those weapons, right-click them and select "Show selection tags for XXXXX" - study those lists of tags, and compare them to each other.

Homework assignment #1: Among those tags in the component group, is there one that all throwing weapons are in?

Homework assignment #2: Now that you've identified a component tag that will narrow the search down a lot, can you identify other tags that are specific to throwing weapons, but don't exist on any other weapons?

Homework assignment #3: Use the "New (Copy)" button to make a copy of Critical Strike, and study its Eval Script. See if you can figure out how its script finds all the melee weapons that are natural attacks - for yours, you want to find all the ranged weapons that are throwing weapons. Other than that one line (and the comment describing it), you shouldn't need to change any of the other lines in that power's script. (Don't forget to use the same phase & priority, from the top of the script).

See how far you can get with those hints, and I'm happy to help if you run into trouble.
 
Thanks for the tips! Got it working.

If anyone else needs the script, here it is. (Why re-invent the wheel, right?)
Code:
      ~if we're disabled, just get out now
      doneif (activated = 0)
      
      ~add our rating to the damage of any thrown weapons
      foreach pick in hero from WeapRange where "Armory.Thrown"
        perform eachpick.field[wpDamage].modify[+,field[trtFinal].value,""]
        nexteach
 
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