Difference between revisions of "NATURALATTACK the new system"

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Proposal for new Natural Attack File and Tags
+
Proposal for new NATURALWEAPON File and Tags
  
  
 
=File=
 
=File=
NATURALATTACK:filepath.lst - from PCC 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)
 
* 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)
 
* x = text (Name of EQMOD)
 
* y = Selection choice for 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
+
 
 +
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
 
* x = die representation
* y = PRExxx
+
* 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
 
* x = text
 +
  
 
CRITRANGE:x
 
CRITRANGE:x
 
* x = numerical range
 
* 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=
  
NATURALATTACK:x|x|y
 
  
x = Key Name of Natural Attack (Referenced to actual object in NaturalAttack File)
+
Updated version:
y = PRExxx
+
 
 +
  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