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				Re: Northlander Hewing
				Posted: Tue Apr 04, 2017 7:53 pm
				by Valefort
				Yes, that's the issue, it's a basic function you can't touch.
And if the script isn't run on an heartbeat it won't take into account the variations of the STR score, which is problematic. Not sure if two EB properties can be on a weapon but i'll change things a bit to take the max, ty for spotting that.
			 
			
					
				Re: Northlander Hewing
				Posted: Tue Apr 04, 2017 7:55 pm
				by 7threalm
				the only way it would work with crits, its to get it added to the dmg modifer, the ones like weapon specialization use
those I think are calculated into the crit dmg, could a temporary feat be added instead that gives a feat + dmg
ie check str grant feat dmg x, but not sure if that would work, and toggle that feat to be granted or whatever the mode is activated
if str = 21
add weapon specilization type feat something +21
remove feat when the mode is deactivated
or use charater skins or whatever they were sort of what the paladin get with their spells
			 
			
					
				Re: Northlander Hewing
				Posted: Tue Apr 04, 2017 8:14 pm
				by dedude
				I figured it was done to account for rage. Store the str mod in 
Code: Select all
GetLocalInt(oPC, "bg_northlander_hewing");
 and bail out if it hasn't changed. Would be better if it was event driven though. But that would require a hook when rage runs out, like for unequip.
 
			
					
				Re: Northlander Hewing
				Posted: Tue Apr 04, 2017 8:16 pm
				by Valefort
				And there are all the spells and effects that make STR vary as well, and there's no way to catch those events.
			 
			
					
				Re: Northlander Hewing
				Posted: Tue Apr 04, 2017 8:28 pm
				by dedude
				Yeah strength can be pretty dynamic, unless you use the natural strength, but then we are back at redefining the feat.
			 
			
					
				Re: Northlander Hewing
				Posted: Wed Apr 05, 2017 11:45 am
				by Sun Wukong
				Sigh... It is starting to annoy me how Northlander Hewing just stops working mid combat. You have to toggle it off to 'deactivate' it, then wait 6 seconds to toggle it back on... So Basically, you are forced to stop fighting for 2 rounds... Ugh... The old system worked better...
			 
			
					
				Re: Northlander Hewing
				Posted: Wed Apr 05, 2017 11:57 am
				by dedude
				Yeah to be honest I have stopped using it completely, but that's because it's less damage and less ac for me  

 
			
					
				Re: Northlander Hewing
				Posted: Wed Apr 05, 2017 1:49 pm
				by Valefort
				NH effects will be permanent again instead of lasting one round. The problem of that approach is sometimes the latest changes to your number of attacks/STR won't be taken into account but at least you shouldn't have to reactivate it all the time, even though in my testing I had no problem but well, I'm alone on my testserver !
			 
			
					
				Re: Northlander Hewing
				Posted: Wed Apr 05, 2017 2:23 pm
				by Sun Wukong
				The thing is, at times it does work exactly as it should, and then it does not. Perhaps some package just gets lost between me and the server, or something along those lines, and that causes the NH fail to apply its effects. Just had a bit of annoyance with it a while back.