STAR TREK 2d20
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  1. #1

    Parsing NPC damage types

    How do I code damage types in an NPC's attack?

    For example, Weapon +3 (2d8 cold) doesn't seem to generate cold damage. Weapon +3 (2d8 bludgeoning,nonlethal) certainly doesn't do nonlethal damage but it doesn't seem to be coded as bludgeoning either.

  2. #2
    You should copy an existing NPC with similar attacks, and start with that. The attack parsing uses the bestiary format to define attacks.

    Regards,
    JPG

  3. #3
    Here are official statblocks for NPCs that deal nonlethal damage.
    https://www.aonprd.com/MonsterDispla...20Bodysnatcher
    https://www.aonprd.com/MonsterDispla...temName=Grioth
    https://www.aonprd.com/MonsterDispla...il%20Centipede
    https://www.aonprd.com/MonsterDispla...=Lotus%20Leshy

    I also seem to recall that there is not a way to code NPC statblocks to automatically deal nonlethal damage, but could be wrong!
    Last edited by bmos; August 24th, 2022 at 18:15.

  4. #4
    Quote Originally Posted by bmos View Post
    Here are official statblocks for NPCs that deal nonlethal damage.
    https://www.aonprd.com/MonsterDispla...20Bodysnatcher
    https://www.aonprd.com/MonsterDispla...temName=Grioth
    https://www.aonprd.com/MonsterDispla...il%20Centipede
    https://www.aonprd.com/MonsterDispla...=Lotus%20Leshy

    I also seem to recall that there is not a way to code NPC statblocks to automatically deal nonlethal damage, but could be wrong!
    Thanks! I found a thread where it was not working. But it was older too so I was assuming (hoping) it has been fixed. I can always manually adjust on the fly of course too though.

  5. #5
    Hm, are you sure that this doesn't work? I tried bite +12 (2d6+4 slashing, cold, nonlethal) and it works, it overwrites the default of bite's damage types and also does nonlethal damage

    Besides the possible problem with the nonlethal damage type, you should be able to just add the damage types after the dice I am not aware of any bug; did you test without extensions?

  6. #6
    Quote Originally Posted by Kelrugem View Post
    Hm, are you sure that this doesn't work? I tried bite +12 (2d6+4 slashing, cold, nonlethal) and it works, it overwrites the default of bite's damage types and also does nonlethal damage

    Besides the possible problem with the nonlethal damage type, you should be able to just add the damage types after the dice I am not aware of any bug; did you test without extensions?
    I just tested both "bite +12 (2d6+4 slashing, cold, nonlethal)" and "Weapon +3 (2d8 bludgeoning,nonlethal)" and they both work.

  7. #7
    Quote Originally Posted by bmos View Post
    I just tested both "bite +12 (2d6+4 slashing, cold, nonlethal)" and "Weapon +3 (2d8 bludgeoning,nonlethal)" and they both work.
    Thanks for testing

  8. #8
    It might be bmos' mods are overwriting the nonlethal. flail +1 (1d8) is treated as bludgeoning. flail +1 (1d8 nonlethal) is till lethal though. Then I ran flail +1 (1d8 slashing) and it was still treated as bludgeoning. No worries though bc I can just convert nonlethal on the fly... And I'd much rather use bmos' mods...

  9. #9
    Quote Originally Posted by ProfDogg View Post
    It might be bmos' mods are overwriting the nonlethal. flail +1 (1d8) is treated as bludgeoning. flail +1 (1d8 nonlethal) is till lethal though. Then I ran flail +1 (1d8 slashing) and it was still treated as bludgeoning. No worries though bc I can just convert nonlethal on the fly... And I'd much rather use bmos' mods...
    Any idea which?
    I can see about fixing that...

  10. #10
    I'm using auto crits and damage types. Maybe the latter?

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