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Scaling Haste, adding Fire damage, and custom elemental eidolons

wolfang237

Active member
I want to add fire damage to my player's attacks as part of being in a supernatural stance. I thought about looking at elemental assault or the flaming weapon enchantment Eval Codes.

For elemental assault, there is no actual Eval Script?
This is the Flaming Weapon's Eval Script:
Code:
     if (parent.tagis[component.BaseWep] <> 0) then
        #extradamwithavg[parent," plus 1d6 fire",field[thingname].text,"3.5"]
      else
        foreach pick in hero from BaseWep where container.child[gCustMagic].field[gWeapExpr].text
          #extradamwithavg[eachpick," plus 1d6 fire",field[thingname].text,"3.5"]
          nexteach
        endif
Clearly this is adding a string instead of a stat. I think what it's doing is finding magic weapons and adding the string to magic weapons with the gWeapExpr field. In that case, could I instead change it so that the command is to a more general level, like, "apply this string to any thing in the container.child that's a BaseWep", so that it doesn't have to be gCustMagic (i.e. a magic weapon - I think)? If this can be done this way, what would the code look like?
 
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Please organize your questions better. I think you're asking three independent questions in the same post, but your post is such a wall of text that I can't tell. Separate threads for separate questions are usually best.

And use the code tags this forum provides, please, so that your code presentation is more organized.
 
1) I thought I had mentioned in the other thread that most likely its a timing issue. Your running too late to affect the attacks. What is the script timing?

2) #extradmage[] macro puts text onto to any type of weapon. Parent and Eachpick are just pointers to the weapon.
Code:
#extradamage[hero.child[wLongsword],"+1d6",field[thingname].text]

The above puts 1d6 damage onto the first longsword weapon listed on the character. Does that help explain how it works?
 
Separate threads for separate questions, understood. Also, use code tags, understood. Be concise and limit text wall, understood. Sorry about the formatting.

I'll move my first question to a different thread, since we're addressing the second question in this thread. Third question removed.



My script for the weapon damage text is on the final phase. Since I thought it was just adding text after the damage calculation for the weapons, it could be done at the end.

I'm not entirely sure how eachpick or parent works, but the #extradamage[] makes more sense, thank you. What I want to do, then, is apply the text to all weapons on the hero, not just the first longsword.

How can I generalize it or address a universal field/tag? Or would I just do a macro for each of his weapons?

EDIT: Solved. the phase was right, I just used foreach with your script. It worked, thank you!
 
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Correct once you want to get all weapons on the hero (ie Picks) you need to do Foreach loops. Then eachpick becomes a Pointer to the Weapon on the hero.

Sounds like you are starting to ge the hang of this. :)
 
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