STAR TREK 2d20
  1. #1
    Valyar's Avatar
    Join Date
    Mar 2018
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    Europe
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    "Iron Fist" perk implementation advice

    Player is building super mutant that will be all about unarmed and melee attacks. Barbarian perk was easily implemented via the Editor in Combat tab, but we have issues to figure out easy way to make Iron First working permanently without modifying equipment every time. Adding +1 to the Editor also adjusts the Melee damage, which is against the rules of the perk.

    For now, we increase the Damage Rating of the weapon. Don't see effect or other way to achieve the goal. Ideas?
    The past is a rudder to guide us, not an anchor to hold us back.

  2. #2

    Join Date
    Oct 2018
    Location
    Melbourne, Australia, UTC+10/11
    Posts
    31
    Better late than never - for the damage side I would make an effect with a duration set to zero. Type in the following

    Iron Fist; MELEEDMG: 1

    That should solve the first part. The other part is more difficult as I do not know how to add effect like Vicious as a custom effect.

    On a side note I noticed an error in the text of perk Iron fist where it talks about adding +1d6 instead of +1dC6.

  3. #3
    You can add a mod to the weapon that will add Vicious to the weapon and it can be toggled when it needs to be used and not used by removing the mod.
    Dominic Morta
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