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Small Monks

I'm having a similar problem with large monks. More specifically, I was implimenting a version of Powerful Build that upped unarmed damage. So I tossed in a .assign[Helper.DamageUp] somewhere in there. This seemed to work okay. Until you get to Monk level 16. Here Medium damage is 2d8 (Large 3d8 by DMG page 29). However, Hero Lab gives 2d10...

I'll have to take a look at that one. Might be something in the monk itself dictating damage dice.

Update: Yea, there's definitely something weird going on here. I'll dig into it and see if I can get it fixed in the community set.

There is further problems here. Take a Medium creature with 16 levels in Monk. Use adjustments to do Spell: Enlarge person, Size Category, or Weapon Size: Unarmed. The first two do NOTHING to the unarmed damage while the third goes from 2d8 to 2d10.

The current scripts for Size Category and Spell: Enlarge person don't increase unarmed damage. I don't actually know why this is, but the script specifically calls out Unarmed Strikes to not increase their damage. I re-wrote the size category script to correct this and to include STR and DEX changes as well. I never added it to the community set cause A) I forgot about it and B) I didn't know what the reasoning behind it was. I can go ahead and add it in now. Here is what I added:

This replaces script #1
Code:
First: 20000

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

    ~ Add to size - must come after race and template size set
      herofield[tSize].value += field[pAdjust].value

    ~ Adjust equipment size
      
      foreach pick in hero from MyGear
        eachpick.field[gSizeMod].value += field[pAdjust].value
      nexteach

    ~ Adjust STR and DEX scores

      var bonus as number

      bonus = field[pAdjust].value*2

      hero.child[aSTR].field[Bonus].value += bonus
      hero.child[aDEX].field[Penalty].value -= bonus

and I added script #2
Code:
Post-Levels (User): 11000

~ 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
 
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I'll have to take a look at that one. Might be something in the monk itself dictating damage dice.

Update: Yea, there's definitely something weird going on here. I'll dig into it and see if I can get it fixed in the community set.

Got the fix. It was a wMain tag that needed to be changed in the Improved Unarmed Damage class special. New code located between **. This will be added to the next community release.

Update: My initial fix messed up small monks damage, so I had to add in an additional if statement to fix that.

Code:
      ~ Calculate our total level - our monk level plus any 'extra levels'
      ~ assigned to us
      var level as number
      level = field[xTotalLev].value

      ~ Get our unarmed strike pick, delete the damage tag from it, and assign
      ~ a new damage tag.
      var dice as string
      perform hero.child[wUnarmed].delete[wMain.?]
      if (level < 4) then
        perform hero.child[wUnarmed].assign[wMain.1d6_5]
        dice = "1d6"
      elseif (level < 8) then
        perform hero.child[wUnarmed].assign[wMain.1d8_6]
        dice = "1d8"
      elseif (level < 12) then
        perform hero.child[wUnarmed].assign[wMain.1d10_304]
        dice = "1d10"
      elseif (level < 16) then
        perform hero.child[wUnarmed].assign[wMain.2d6_104]
        dice = "2d6"
      elseif (level < 20) then
*
        if (herofield[tSize].value >= 1) then
         perform hero.child[wUnarmed].assign[wMain.2d8_305]
        else
         perform hero.child[wUnarmed].assign[wMain.2d8_204]
        endif
*
      else
        perform hero.child[wUnarmed].assign[wMain.2d10_205]
        dice = "2d10"
        endif
      field[livename].text = field[name].text & " (" & dice & ")"
 
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