Difference between revisions of "NATURALATTACK the new system"
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− | Proposal for new | + | Proposal for new NATURALWEAPON File and Tags |
=File= | =File= | ||
− | + | NATURALWEAPON:filepath.lst - from PCC file | |
==Tags Used== | ==Tags Used== | ||
− | First Word is the Natural Attack Name | + | This will be similar to the equipment file, but there are a few notable differences: |
+ | * No COST, WT, ALTxxx tags | ||
+ | * DAMAGE will be altered to work with PRExxx, allowing for multiple DAMAGEs on a single object for Size Progression | ||
+ | |||
+ | |||
+ | First Word is the Natural Attack Name (and ideally the PROFICIENCY name, as it is used in NATURALATTACKS) | ||
+ | |||
KEY:x | KEY:x | ||
+ | * x = Text (Unique Name of Object) | ||
+ | |||
+ | |||
+ | TYPE:x.x | ||
+ | * x = Types granted | ||
+ | |||
EQMOD:x.x|y.x | EQMOD:x.x|y.x | ||
+ | * x = text (Name of EQMOD) | ||
+ | * y = Selection choice for EQMOD | ||
+ | |||
+ | * JUST A NOTE, this syntax seems counter productive and backwards. If I could have this tag altered globally to EQMOD:x|x.y that would fit the existing syntax we already use. Heck, I'll propose a new tag for it. Unless James sees fit to allow a modification of this by the conversion deal, but I'm not holding my breath, this is a modification of a working tag, and low on the priority list. | ||
+ | |||
+ | |||
+ | EQUIPMOD:x|x.y | ||
+ | * x = text (Name of EQUIPMOD) | ||
+ | * y = Selection choice for EQUIPMOD | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | DAMAGE:x|y|z | ||
+ | * x = alphanumerical text (die notation) or 0 (Variable/Formula allowed) | ||
+ | * y = Variable or Formula name | ||
+ | * z = PRExxx | ||
+ | |||
+ | Example: | ||
+ | * DAMAGE:1d4|PRESIZEEQ:S | ||
+ | * DAMAGE:%1d%2|DefaultBiteDamageDice|DefaultBiteDamageDieSize | ||
+ | |||
+ | This would allow for the greatest versatility which is required for our sourcebooks. | ||
+ | |||
+ | ------ | ||
+ | '''Under consideration''' | ||
+ | |||
+ | DAMAGEADD:x|y|z | ||
+ | * x = die representation | ||
+ | * z = Text (Optional) | ||
+ | * z = PRExxx | ||
+ | |||
+ | This would append an additional damage into the box to represent those attacks that deal say "1d6 + 2d6 fire" | ||
+ | |||
+ | VS. | ||
+ | |||
− | + | SPROP:x|y|z | |
+ | * x = text | ||
+ | * y = Variable or Formula | ||
+ | * z = PRExxx | ||
+ | |||
+ | ------ | ||
− | |||
− | |||
CRITMULT:x | CRITMULT:x | ||
+ | * x = text | ||
− | |||
CRITRANGE:x | CRITRANGE:x | ||
+ | * x = numerical range | ||
+ | |||
+ | * Global tags acceptable: ABILITY | ||
+ | |||
+ | Consideration: | ||
+ | |||
+ | * NUMATTACKS:x | ||
+ | * x = number or formula | ||
+ | |||
+ | vs. | ||
+ | * BASEATTACKS:x | ||
+ | * x = number or formula | ||
+ | |||
+ | This tag proposal (NUMATTACKS or BASEATTACKS) would determine how many non-iterative attacks a given Natural Attack gets. I'm leaning towards NUMATTACKS. | ||
+ | Consideration for Canine Companions in 3.5 getting a secondary attack at -5 (Like an iterative attack) needs to be discussed | ||
+ | |||
+ | Can we do? NUMATTACKS:TIER=1|x NUMATTACKS:TIER=2|x NUMATTACKS:TIER=3|x NUMATTACKS:TIER=4 | ||
+ | TIER=y with y being the location. 1st attack, 2nd attack, etc. | ||
+ | EXAMPLE: NUMATTACKS:TIER=1|2 would grant two attacks at the primary attack. The rest would be if the creature had iterative attacks. | ||
− | |||
+ | ITERATIVEATTACKS:x | ||
+ | * x = number or formula (Number of iterative attacks given) | ||
+ | ** This is required for Monk Flurry of Blows and Animal Companion Dogs/Wolves gaining a second bite attack with an iterative - 5 penalty, or -3 for Monk Flurry of Blows. | ||
+ | ITERATIVEPENALTY:x | ||
+ | * x = numerical value of penalty applied to each iterative attack (Standard is -5) | ||
+ | |||
+ | |||
+ | PROFNAME:x | ||
+ | * Name of Proficiency if not using the Object Name | ||
+ | * Corner Case where proficiencies might be part of a group | ||
+ | |||
+ | I got a request to include this tag as a contender, the folks at Crafty Games are very interested in this. | ||
+ | |||
+ | DISPLAYNAME:x|y|z | ||
+ | * x = Text (Vars allowed) | ||
+ | * y = Formula or Variable | ||
+ | * z = PRExxx | ||
+ | |||
+ | Example: | ||
+ | DISPLAYNAME:Bite I|PREVAREQ:BiteAttackTier,1 | ||
+ | DISPLAYNAME:Bite II|PREVAREQ:BiteAttackTier,2 | ||
+ | |||
+ | * Would display Bite I when the variable 'BiteAttackTier' was 1, Bite II if it was 2. | ||
+ | * DISPLAYNAME overrides the Object Name if present and has a value. | ||
+ | |||
+ | |||
+ | |||
+ | EXAMPLE: | ||
+ | |||
+ | Bite | ||
+ | KEY:Bite ~ Dragon | ||
+ | TYPE:Natural.Weapon.Melee | ||
+ | DAMAGE:1d4|PRESIZEEQ:S | ||
+ | DAMAGE:1d6|PRESIZEEQ:M | ||
+ | CRITRANGE:1 | ||
+ | CRITMULT:x2 | ||
+ | SPROP:Grab | ||
+ | SPROP:%d% acid damage|AcidDice|AcidDieSize | ||
+ | EQMOD:NastySurpise | ||
+ | ABILITY:Special Ability|AUTOMATIC|Claws of Death ~ Dragon | ||
=Global Tag= | =Global Tag= | ||
− | |||
− | x = Key Name of Natural Attack (Referenced to actual object in NaturalAttack File) | + | Updated version: |
− | + | ||
+ | NATURALWEAPON:x|y|z | ||
+ | * x = PRIMARY or SECONDARY (Optional - if not present defaults to PRIMARY) | ||
+ | * y = Key Name of Natural Attack (Referenced to actual object in NaturalAttack File) | ||
+ | * z = PRExxx | ||
+ | |||
+ | |||
+ | KEY FEATURES: | ||
+ | * Grants Proficiency with listed Objects using the Object Name (Not Key) | ||
+ | * Better control of Primary vs. Secondary attacks |
Latest revision as of 05:37, 19 June 2013
Proposal for new NATURALWEAPON File and Tags
File
NATURALWEAPON:filepath.lst - from PCC file
Tags Used
This will be similar to the equipment file, but there are a few notable differences:
- No COST, WT, ALTxxx tags
- DAMAGE will be altered to work with PRExxx, allowing for multiple DAMAGEs on a single object for Size Progression
First Word is the Natural Attack Name (and ideally the PROFICIENCY name, as it is used in NATURALATTACKS)
KEY:x
- x = Text (Unique Name of Object)
TYPE:x.x
- x = Types granted
EQMOD:x.x|y.x
- x = text (Name of EQMOD)
- y = Selection choice for EQMOD
- JUST A NOTE, this syntax seems counter productive and backwards. If I could have this tag altered globally to EQMOD:x|x.y that would fit the existing syntax we already use. Heck, I'll propose a new tag for it. Unless James sees fit to allow a modification of this by the conversion deal, but I'm not holding my breath, this is a modification of a working tag, and low on the priority list.
EQUIPMOD:x|x.y
- x = text (Name of EQUIPMOD)
- y = Selection choice for EQUIPMOD
DAMAGE:x|y|z
- x = alphanumerical text (die notation) or 0 (Variable/Formula allowed)
- y = Variable or Formula name
- z = PRExxx
Example:
- DAMAGE:1d4|PRESIZEEQ:S
- DAMAGE:%1d%2|DefaultBiteDamageDice|DefaultBiteDamageDieSize
This would allow for the greatest versatility which is required for our sourcebooks.
Under consideration
DAMAGEADD:x|y|z
- x = die representation
- z = Text (Optional)
- z = PRExxx
This would append an additional damage into the box to represent those attacks that deal say "1d6 + 2d6 fire"
VS.
SPROP:x|y|z
- x = text
- y = Variable or Formula
- z = PRExxx
CRITMULT:x
- x = text
CRITRANGE:x
- x = numerical range
- Global tags acceptable: ABILITY
Consideration:
* NUMATTACKS:x * x = number or formula vs. * BASEATTACKS:x * x = number or formula This tag proposal (NUMATTACKS or BASEATTACKS) would determine how many non-iterative attacks a given Natural Attack gets. I'm leaning towards NUMATTACKS. Consideration for Canine Companions in 3.5 getting a secondary attack at -5 (Like an iterative attack) needs to be discussed
Can we do? NUMATTACKS:TIER=1|x NUMATTACKS:TIER=2|x NUMATTACKS:TIER=3|x NUMATTACKS:TIER=4 TIER=y with y being the location. 1st attack, 2nd attack, etc. EXAMPLE: NUMATTACKS:TIER=1|2 would grant two attacks at the primary attack. The rest would be if the creature had iterative attacks.
ITERATIVEATTACKS:x * x = number or formula (Number of iterative attacks given) ** This is required for Monk Flurry of Blows and Animal Companion Dogs/Wolves gaining a second bite attack with an iterative - 5 penalty, or -3 for Monk Flurry of Blows.
ITERATIVEPENALTY:x * x = numerical value of penalty applied to each iterative attack (Standard is -5)
PROFNAME:x * Name of Proficiency if not using the Object Name * Corner Case where proficiencies might be part of a group
I got a request to include this tag as a contender, the folks at Crafty Games are very interested in this.
DISPLAYNAME:x|y|z * x = Text (Vars allowed) * y = Formula or Variable * z = PRExxx
Example:
DISPLAYNAME:Bite I|PREVAREQ:BiteAttackTier,1 DISPLAYNAME:Bite II|PREVAREQ:BiteAttackTier,2
- Would display Bite I when the variable 'BiteAttackTier' was 1, Bite II if it was 2.
- DISPLAYNAME overrides the Object Name if present and has a value.
EXAMPLE:
Bite KEY:Bite ~ Dragon TYPE:Natural.Weapon.Melee DAMAGE:1d4|PRESIZEEQ:S DAMAGE:1d6|PRESIZEEQ:M CRITRANGE:1 CRITMULT:x2 SPROP:Grab SPROP:%d% acid damage|AcidDice|AcidDieSize EQMOD:NastySurpise ABILITY:Special Ability|AUTOMATIC|Claws of Death ~ Dragon
Global Tag
Updated version:
NATURALWEAPON:x|y|z * x = PRIMARY or SECONDARY (Optional - if not present defaults to PRIMARY) * y = Key Name of Natural Attack (Referenced to actual object in NaturalAttack File) * z = PRExxx
KEY FEATURES:
- Grants Proficiency with listed Objects using the Object Name (Not Key)
- Better control of Primary vs. Secondary attacks