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February 8th, 2022, 15:05 #1
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- Apr 2020
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How do NPC weapons "know" damage types?
This may not be the right forum (sorry if it's not), but I think since weapons and damage are likely ruleset-specific, I'll try in Pathfinder.
So, how does an NPC's weapon "know" the damage type? If I have an NPC attack string like "morningstar +7 (1d8+5 plus filth fever)" and I have the NPC roll the d8 damage, FGU knows that a morningstar does bludgeoning and piercing.
However, if I have an NPC with a weapon string such as "Silverfang +12 (1d6+6/18–20)", and have the NPC roll the d6 damage, FGU says that damage is untyped. I would have to add piercing between the damage and the /crit in order for FGU to know it does piercing damage.
I have created the item for Silverfang, it is Type Weapon, Subtype Martial One-Handed Melee, and Damage Type of "piercing, magic, silver" (it's a +1 mithral weapon, mithral counts as silver). So, the weapon exists, as a weapon. Why does the morningstar work, but Silverfang doesn't? What am I missing/what haven't I done?
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February 8th, 2022, 16:01 #2
silverfang +21 (1d6+6/18-20 bludgeoning, piercing, magic, silver)
the weapon is in the database but it's not "recognized" in NPC strings (as it would a normal morningstar)
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February 8th, 2022, 16:02 #3
It's stored in the ruleset (3.5E.pak - used by both the D&D 3.5E and the Pathfinder 1e rulesets). As @Asgurgolas mentions, you can hard code the damage types in the attack string which will override the lookup.
In scripts\data_common.lua the following data is used to match NPC attacks to damage types:
Code:-- NPC damage properties weapondmgtypes = { ["axe"] = "slashing", ["battleaxe"] = "slashing", ["bolas"] = "bludgeoning,nonlethal", ["chain"] = "piercing", ["club"] = "bludgeoning", ["crossbow"] = "piercing", ["dagger"] = "piercing,slashing", ["dart"] = "piercing", ["falchion"] = "slashing", ["flail"] = "bludgeoning", ["glaive"] = "slashing", ["greataxe"] = "slashing", ["greatclub"] = "bludgeoning", ["greatsword"] = "slashing", ["guisarme"] = "slashing", ["halberd"] = "piercing,slashing", ["hammer"] = "bludgeoning", ["handaxe"] = "slashing", ["javelin"] = "piercing", ["kama"] = "slashing", ["kukri"] = "slashing", ["lance"] = "piercing", ["longbow"] = "piercing", ["longspear"] = "piercing", ["longsword"] = "slashing", ["mace"] = "bludgeoning", ["morningstar"] = "bludgeoning,piercing", ["nunchaku"] = "bludgeoning", ["pick"] = "piercing", ["quarterstaff"] = "bludgeoning", ["ranseur"] = "piercing", ["rapier"] = "piercing", ["sai"] = "bludgeoning", ["sap"] = "bludgeoning,nonlethal", ["scimitar"] = "slashing", ["scythe"] = "piercing,slashing", ["shortbow"] = "piercing", ["shortspear"] = "piercing", ["shuriken"] = "piercing", ["siangham"] = "piercing", ["sickle"] = "slashing", ["sling"] = "bludgeoning", ["spear"] = "piercing", ["sword"] = {["short"] = "piercing", ["*"] = "slashing"}, ["trident"] = "piercing", ["urgrosh"] = "piercing,slashing", ["waraxe"] = "slashing", ["warhammer"] = "bludgeoning", ["whip"] = "slashing" } naturaldmgtypes = { ["arm"] = "bludgeoning", ["bite"] = "piercing,slashing,bludgeoning", ["butt"] = "bludgeoning", ["claw"] = "piercing,slashing", ["foreclaw"] = "piercing,slashing", ["gore"] = "piercing", ["hoof"] = "bludgeoning", ["hoove"] = "bludgeoning", ["horn"] = "piercing", ["pincer"] = "bludgeoning", ["quill"] = "piercing", ["ram"] = "bludgeoning", ["rock"] = "bludgeoning", ["slam"] = "bludgeoning", ["snake"] = "piercing,slashing,bludgeoning", ["spike"] = "piercing", ["stamp"] = "bludgeoning", ["sting"] = "piercing", ["swarm"] = "piercing,slashing,bludgeoning", ["tail"] = "bludgeoning", ["talon"] = "piercing,slashing", ["tendril"] = "bludgeoning", ["tentacle"] = "bludgeoning", ["wing"] = "bludgeoning", }
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February 8th, 2022, 16:23 #4
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Ahh, so it is in the ruleset (and not something I would want to go messing with). And, it appears to be more of a "contains" than "equals". So a "+1 keen longsword" still knows it's a longsword. So basic, even if modified, weapons still work. Only uniquely named weapons, such as Silverfang, need to have the damage types added to the damage string.
Thanks everyone.
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