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Powerful Charge

Anpumes

Well-known member
I've searched this item several different ways and have basically come to understand (I think) that there is no way to have HL multiply damage dice within itself. I'm not sure if this is a bug or just a current limitation.

What I'm wondering is, is there a way to script it so that when the charge condition is selected that this can be picked upon and increase the die pool for powerful charge?

I have some experience coding but I'm having a bit of difficulty understanding this coding in some instances and my skills are best suited for taking existing code and modifying it to my own needs...

Thanks for any help or insight that could be provided here.
 
I had an idea on how to potentially implement a Powerful Charge ability that actually changes the damage dice when charging and while my script is not throwing any errors it is not working either. I blame my lack of coding, priority and timing knowledge for this as well as having no idea where to start to find donor code.

My idea came to me from a post to which ShadowChemosh posted a fix for me as well as my digging into ways to implement damage scaling from the monks unarmed damage ability. Here is what I have.
Code:
[B]Post-levels; 10500[/B]

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

      ~Get our Charge condition, if true, delete gore damage tag and assign a new tag.
      if (hero.childfound[pstChargin].tagis[thing.activated] <> 0) then
            perform hero.child[wGore].delete[wMain.?]
            perform hero.child[wGore].assign[wMain.4d8_206]
      endif
Any help would be greatly appreciated and thank you in advance.
 
Last edited:
The only part I am not sure about is this:
Code:
if (hero.childfound[pstChargin].tagis[thing.activated] <> 0) then
As I don't know when "thing.activated" is set. The preferred method is to always check the "field" which for most things is AbilityActive. As conditions are actually "Adjustments" then it will be pIsOn.

So try this:
Code:
if (hero.childfound[pstChargin].field[pIsOn].value <> 0) then

If that does not work then I would move the timing back to First/10000.
 
The only part I am not sure about is this:
Code:
if (hero.childfound[pstChargin].tagis[thing.activated] <> 0) then
As I don't know when "thing.activated" is set. The preferred method is to always check the "field" which for most things is AbilityActive. As conditions are actually "Adjustments" then it will be pIsOn.

So try this:
Code:
if (hero.childfound[pstChargin].field[pIsOn].value <> 0) then

If that does not work then I would move the timing back to First/10000.

That worked perfectly. I'm really happy that I was on the right track with this since I was basically just guessing as to the "tagis.[thing.activated]" based off of what I was seeing in the debugging information. Though it didn't work at the timing I had it either so huge help giving me proper timing as well.

Thank you, now onto the next project.

As an added bonus, it is handling size increase and the "Improved Natural Attack" feat perfectly.
 
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