Mystic Lemur
Well-known member
I know ShadowChemosh has a Weapon CMB adjustment, but I can't quite get the math to come out right, especially when the character has Power Attack. I tried to come at the issue another way, and this is what I have so far. It seems to work well so far, although I know I'm missing things like Weapon Focus.
Any suggestions on how to improve this would be very much appreciated.
Code:
~if we're not active, just get out now
doneif (field[pIsOn].value = 0)
var bonus as number
bonus = 0
~Only bother with melee weapons
foreach pick in hero where "wCategory.Melee"
~Only bother with "Equipped" weapons.
if (eachpick.field[gIsEquip].value = 1) then
~set the bonus equal to the melee enhancement
bonus = maximum(eachpick.field[atmBonEnh].value, 0)
~apply the bonus to the Disarm, Sunder, and Trip maneuvers
#applybonus[cmbBonEnh, hero.child[manDisarm], bonus]
#applybonus[cmbBonEnh, hero.child[manSunder], bonus]
#applybonus[cmbBonEnh, hero.child[manTrip], bonus]
~If the APG is a valid source
doneif (hero.tagis[source.APGManeuv] = 0)
~and if the weapon has the Trip quality
if (eachpick.tagis[wSpecial.Trip] <> 0) then
~apply the bonus to the Reposition and Drag maneuvers
#applybonus[cmbBonEnh, hero.child[manReposit], bonus]
#applybonus[cmbBonEnh, hero.child[manDrag], bonus]
endif
~if the weapon has the Disarm quality
if (eachpick.tagis[wSpecial.Disarm] <> 0) then
~add +2 to Disarm combat maneuvers
hero.child[manDisarm].field[cmbBonus].value += 2
endif
~if the weapon has the Sunder quality
if (eachpick.tagis[wSpecial.Sunder] <> 0) then
~add +2 to Sunder combat maneuvers
hero.child[manSunder].field[cmbBonus].value += 2
endif
~if the weapon has the Trip quality
if (eachpick.tagis[wSpecial.Trip] <> 0) then
~and the APG is a valid source
doneif (hero.tagis[source.APGManeuv] = 0)
~add +2 to Drag and Reposition maneuvers
hero.child[manReposit].field[cmbBonus].value += 2
hero.child[manDrag].field[cmbBonus].value += 2
endif
endif
nexteach
Any suggestions on how to improve this would be very much appreciated.