Difference between revisions of "NATURALATTACK the new system"

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Proposal for new Natural Attack File and Tags
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Proposal for new NATURALWEAPON File and Tags
  
  
 
=File=
 
=File=
NATURALATTACK:filepath.lst - from PCC file
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NATURALWEAPON:filepath.lst - from PCC file
  
 
==Tags Used==
 
==Tags Used==
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   Consideration for Canine Companions in 3.5 getting a secondary attack at -5 (Like an iterative attack) needs to be discussed
 
   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.
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 +
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  ITERATIVEATTACKS:x
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  * x = number or formula (Number of iterative attacks given)
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  ** 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.
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 +
  ITERATIVEPENALTY:x
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  * x = numerical value of penalty applied to each iterative attack (Standard is -5)
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 +
 +
 +
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  PROFNAME:x
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  * Name of Proficiency if not using the Object Name
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  * Corner Case where proficiencies might be part of a group
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 +
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
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  * x = Text (Vars allowed)
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  * y = Formula or Variable
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  * z = PRExxx
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 +
Example:
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  DISPLAYNAME:Bite I|PREVAREQ:BiteAttackTier,1
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  DISPLAYNAME:Bite II|PREVAREQ:BiteAttackTier,2
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* Would display Bite I when the variable 'BiteAttackTier' was 1, Bite II if it was 2.
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* DISPLAYNAME overrides the Object Name if present and has a value.
  
  
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=Global Tag=
 
=Global Tag=
  
NATURALATTACK:x|x|y
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* x = Key Name of Natural Attack (Referenced to actual object in NaturalAttack File)
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Updated version:
* y = PRExxx
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 +
  NATURALWEAPON:x|y|z
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  * x = PRIMARY or SECONDARY (Optional - if not present defaults to PRIMARY)
 +
  * y = Key Name of Natural Attack (Referenced to actual object in NaturalAttack File)
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  * z = PRExxx
  
  
KEY Features:
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KEY FEATURES:
* This grants an automatic Proficiency with the Object Name (Might need to place a PROFICIENCY:NATURAL|Name for code purposes, must consult coder) Ideally, even if the object called is using a Unique Name - 'Claw ~ Dragon' it will use the Object Name like it does today.
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* Grants Proficiency with listed Objects using the Object Name (Not Key)
* The first X is considered Primary, all additionals will be considered Secondary.
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* Better control of Primary vs. Secondary attacks
* MULTIPLES of the Tag may be used to allow for more than one "primary" attack
 

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