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Unarmed Strike and Improved

zerzix

Active member
So I made a variation of the Monk. Still uses unarmed strike, but with a lower damage progression.

It works well, but its not showing as 'improved unarmed strike' in terms of being a prereq for style feats. Any thoughts how I can get to be seen as such?

here is the script:

if (field[xIndex].value <= 1) then
field[listname].text = "Unarmed Strike 1d4"
elseif (field[xIndex].value = 2) then
field[listname].text = "Unarmed Strike 1d6"
elseif (field[xIndex].value = 3) then
field[listname].text = "Unarmed Strike 1d8"
elseif (field[xIndex].value = 4) then
field[listname].text = "Unarmed Strike 1d10"
elseif (field[xIndex].value = 5) then
field[listname].text = "Unarmed Strike 2d6"
else
field[listname].text = "Unarmed Strike 2d8"
endif

~only perform the rest on the first copy
doneif (tagis[Helper.FirstCopy] = 0)

~ 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 (field[xAllLev].value < 4) then
perform hero.child[wUnarmed].assign[wMain.1d6_5]
dice = "1d4"
elseif (field[xAllLev].value < 8) then
perform hero.child[wUnarmed].assign[wMain.1d8_6]
dice = "1d6"
elseif (field[xAllLev].value < 12) then
perform hero.child[wUnarmed].assign[wMain.1d10_304]
dice = "1d8"
elseif (field[xAllLev].value < 16) then
perform hero.child[wUnarmed].assign[wMain.2d6_104]
dice = "1d10"
elseif (field[xAllLev].value < 20) then
perform hero.child[wUnarmed].assign[wMain.2d8_204]
dice = "2d6"
else
perform hero.child[wUnarmed].assign[wMain.2d10_205]
dice = "2d8"
endif
field[livename].text = field[name].text & " (" & dice & ")"
 
Why not just have the class give "Improved Unarmed Strike" feat as a bonus feat on the class. That way other feats will see it as Unarmed Strike feat does not do anything but not provoke when using an Unarmed Attack.
 
hey shadow, in terms of this script. I just noticed it isn't really working. I am still getting a 1d6 starting damage instead of 1d4 at first level...
 
hey shadow, in terms of this script. I just noticed it isn't really working. I am still getting a 1d6 starting damage instead of 1d4 at first level...
It looks like you changed the "Text" part of the script but you didn't actually change the "Tags" that control the real damage of the weapon.

Code:
      ~ 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 (field[xAllLev].value < 4) then
        perform hero.child[wUnarmed].[b]assign[wMain.1d6_5][/b]
        dice = "1d4"
      elseif (field[xAllLev].value < 8) then
        perform hero.child[wUnarmed].[B]assign[wMain.1d8_6][/B]
        dice = "1d6"
      elseif (field[xAllLev].value < 12) then
        perform hero.child[wUnarmed].[B]assign[wMain.1d10_304][/B]
        dice = "1d8"
      elseif (field[xAllLev].value < 16) then
        perform hero.child[wUnarmed].[B]assign[wMain.2d6_104][/B]
        dice = "1d10"
      elseif (field[xAllLev].value < 20) then
        perform hero.child[wUnarmed].[B]assign[wMain.2d8_204][/B]
        dice = "2d6"
      else
        perform hero.child[wUnarmed].[B]assign[wMain.2d10_205][/B]
        dice = "2d8"
        endif
      field[livename].text = field[name].text & " (" & dice & ")"
So the wMain is the "Group" so you don't change that but you do change the in example the "1d6_5" would become "1d4_4". So currently then you now know the 1d6 value and the 1d4 value.

So I assume the next question is where I do find the correct tags to apply. Here is how I would do it.
1) Inside the editor go the "Weapon" tab.
2) do a New (Blank) weapon which we won't save we just want to get a list of the tags to use.
3) Go to where it says "Damage Dice" and in the drop down select the value you want so in this case lets set it to "1d8".
4) Top right corner is "Tags" button in blue with x2 next to it. Click on it.
5) Look for the "Group ID" "wMain" and then look for the "Tag ID" and that is what you can copy. In this case 1d8 is a tag of "1d8_6"
6) Keep changing the Damage Dice until you get all the tags you need.
 
Sorry to go at this again Shadow, but are you saying that I need to hange the wMain tag...so should it look like this instead?

~ 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 (field[xAllLev].value < 4) then
perform hero.child[wUnarmed].assign[wMain.1d4_4]
dice = "1d4"
elseif (field[xAllLev].value < 8) then
perform hero.child[wUnarmed].assign[wMain.1d6_5]
dice = "1d6"
elseif (field[xAllLev].value < 12) then
perform hero.child[wUnarmed].assign[wMain.1d8_6]
dice = "1d8"
elseif (field[xAllLev].value < 16) then
perform hero.child[wUnarmed].assign[wMain.1d10_304]
dice = "1d10"
elseif (field[xAllLev].value < 20) then
perform hero.child[wUnarmed].assign[wMain.2d6_104]
dice = "2d6"
else
perform hero.child[wUnarmed].assign[wMain.2d8_204]
dice = "2d8"
endif
field[livename].text = field[name].text & " (" & dice & ")"

Like that?
 
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