Yeah, sorry about that. I meant to include it.
I figured since it was just changing the damage to that of the claws I could just copy the eval script from the ability that set the claws damage.
The only real difference between the script that sets the initial bite damage and this one is the damage is moved down one degree.
Code:
~only perform the rest on the first copy
doneif (tagis[Helper.FirstCopy] = 0)
foreach pick in hero from BaseNatWep where "IsWeapon.wBite"
~ Get our unarmed strike pick, delete the damage tag from it, and assign
~ a new damage tag.
var dice as string
perform eachpick.delete[wMain.?]
if (field[xAllLev].value < 4) then
perform eachpick.assign[wMain.1d4_4]
dice = "1d4"
elseif (field[xAllLev].value < 8) then
perform eachpick.assign[wMain.1d6_5]
dice = "1d6"
elseif (field[xAllLev].value < 12) then
perform eachpick.assign[wMain.1d8_6]
dice = "1d8"
elseif (field[xAllLev].value < 16) then
perform eachpick.assign[wMain.2d6_104]
dice = "2d6"
elseif (field[xAllLev].value < 20) then
perform eachpick.assign[wMain.2d8_204]
dice = "2d8"
else
perform eachpick.assign[wMain.4d6_106]
dice = "4d6"
endif
field[livename].text = "Bite " & " (" & dice & ")"
~field[livename].text = ""
field[listname].text = field[livename].text
nexteach
I figured since it was just changing the damage to that of the claws I could just copy the eval script from the ability that set the claws damage.
The only real difference between the script that sets the initial bite damage and this one is the damage is moved down one degree.