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Old 10-19-2020, 09:31 AM   #1
TechOgre
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Default How to add to effective ST with a weapon mod

I'm trying to add the Elvin modifier for bows. This multiplies the cost by 16 and effectively adds +2 to Strength for purposes of using the bow. So, for example, a ST12 Elvin Longbow could be used by a ST10 character at no penalty, range and damage as if the user had ST 12.

I can create a new mod multiplying the cost, but I'm not sure how to add +2 to the effective strength of the user without actually adding +2 to strength.

How can I accomplish this?

Thanks!
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Last edited by TechOgre; 10-19-2020 at 10:22 AM.
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Old 10-19-2020, 04:13 PM   #2
Armin
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Default Re: How to add to effective ST with a weapon mod

I believe having the modifier give a bonus its owner's effective ST should do it: gives(=+2 to owner::effectivest)
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Old 10-19-2020, 06:55 PM   #3
TechOgre
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Default Re: How to add to effective ST with a weapon mod

Thanks! That worked perfectly!
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Old 10-21-2020, 05:56 AM   #4
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Default Re: How to add to effective ST with a weapon mod

My bad.

I did some further testing and at adds to ST for minimum ST, but not damage.
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Old 10-21-2020, 11:35 AM   #5
Armin
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Default Re: How to add to effective ST with a weapon mod

Aaaah. Okay, I just looked at how bows are set up in the data, and that makes things. . . complicated.

Bows are set up to use weaponst(), which makes total sense because you buy a bow with some assigned ST, and the damage is based upon that, not upon your own ST.

However, there's no way to have a modifier give a bonus to weaponst(), because it's an ad hoc tag, and GCA can only give bonuses to tags it knows in advance how to handle.

That means you have two options:

1) A really complicated bonus from the modifier, which somehow checks what the trait it's being applied to is, and replaces the damage() tag with an appropriate one that includes the extra +2 to weaponst.

2) Change the weaponst() tag for every bow, so that the value it contains can look for the existence of the Elvin modifier, and include a bonus to itself if it is found.

Option 2 is a lot easier.
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Old 10-21-2020, 03:53 PM   #6
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Default Re: How to add to effective ST with a weapon mod

The bow modifier Dungeon Fantasy: Materials: Elven exists in the Dungeon Fantasy data file, and is set up to give the +2 ST bonus to bows. It takes a slightly simplistic approach to giving the bonus, particularly the damage bonus, but it generally works fine.

Code:
Dungeon Fantasy: Materials: Elven, +16 CF, page(DF1:26), group(Bow Quality), shortname(Elven),_
	description(Lets a bow shoot at +2 to ST for range and damage _
					purposes; e.g., a ST 11 elf could draw a ST 13 bow. Any bow _
					(not crossbow). _
			),_
	x(_
		#ChoiceList(_
			name(ElvenBonus),_
			title(Elven),_
			text(There are two says to handle the +2 ST bonus; either _
					(1) This modifier will give a damage and range bonus as if the bow were +2 ST. _
					(2) You've already set the Bow's ST to be the characters ST +2. _
			),_
			picksallowed(1),_
			default(1),_
			method(bynumber),_
			list(_
					{1. Give Damage Bonus & Range Bonus},_
					{2. The Bow is already set to Characters ST +2}_
				),
		aliaslist(_
					{_
						=+1 to owner::damage,_
						=*((owner::weaponst+2)/owner::weaponst) to owner::rangehalfdam,_
						=*((owner::weaponst+2)/owner::weaponst) to owner::rangemax _
					},_
					{}_
			)_
		)_
	),_
	gives(%ElvenBonusAliasList%)
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Old 10-21-2020, 06:10 PM   #7
Armin
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Default Re: How to add to effective ST with a weapon mod

Quote:
Originally Posted by ericbsmith View Post
The bow modifier Dungeon Fantasy: Materials: Elven exists in the Dungeon Fantasy data file, and is set up to give the +2 ST bonus to bows. It takes a slightly simplistic approach to giving the bonus, particularly the damage bonus, but it generally works fine.
Thanks, Eric. I figured there had to be such a thing, but for some reason my search didn't bring it up. I probably typed something wrong.
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