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tahl_liadon
October 14th, 2020, 04:40
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i've been getting really frustrated with why dr effect would work on some attacks and not on others.

i put a bunch of different attacks in a creature's "attack" block to test:

claws +21 (2d6+6/19-20 plus misery) or pencil +12 (1d6+5) or unarmed strike +7 (1d8+3) or slams +19 (2d10+7 plus cursed wound) or flurry of blows +7/+7/+2 (1d8+3)

i then just dragged the different damage on to 2 separate target creatures, one with "dr: 10 adamantine" and the other with "dr: 10"

"claw" and "slam" seem to have damage types pre-coded in fg(?). but how do i assign damage type to "pencil" "unarmed attack" or "flurry of blows" because they show up as "untyped" and won't reduce the damage (although the chat feedback says "[partially resisted]" but none actually was).

i'm so tired and confused... fg effects can be soooo unwieldy.

Moon Wizard
October 14th, 2020, 05:25
You're right. There is some logic in the 3.5E/PFRPG ruleset that attempts to map NPC attacks to damage types, if none are specified. The original list was built using the Core Bestiary as a guide; and the data is located in the scripts/data_common.lua script (under weapondmgtypes and naturaldmgtypes variables).

For any other attack, the damage is treated as untyped, and must be specified.

Regards,
JPG

Trenloe
October 14th, 2020, 08:40
To set damage for attacks that aren’t auto populated by FG use the standard NPC statblock notation. For example:

unarmed strike +7 (1d8+3 bludgeoning)

bmos
October 14th, 2020, 12:51
Nickademus's Expanded NPC Weapons (https://www.fantasygrounds.com/forums/showthread.php?20596-Ext-Expanded-NPC-Weapons) is a great help with this, although it doesn't include pencil (what a surprise) or flurry-of-blows.
I added a few more to this copy that adds cutlass, blows (for flurry of blows), proboscis, and vine damage types. You can also easily open the ext and add more (let me know if you need help with that). The attached version has the weapon damage types table and also a table for defining new common natural attacks (like vine or proboscis). Pencil is probably best handled by just adding the damage type to the weapon as in Trenloe's example unless that will be common for NPCs in your campaign.

tahl_liadon
October 14th, 2020, 13:03
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ah... learned something new, and things seem a bit more wieldy now. thx, all!

tahl_liadon
October 14th, 2020, 14:33
To set damage for attacks that aren’t auto populated by FG use the standard NPC statblock notation. For example:

unarmed strike +7 (1d8+3 bludgeoning)
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this "in-line" setting for damage type is useful as i realized "flurry of blows" can apply to various monk weapons, not just unarmed strike.

Kelrugem
October 14th, 2020, 14:46
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this "in-line" setting for damage type is useful as i realized "flurry of blows" can apply to various monk weapons, not just unarmed strike.

Then it may be easier to use additionally a DMGTYPE effect, instead of having a lot of flurry of blows entries :) Then adjust the effect as needed (but it is probably uncommon that the damage type often changes, especially for NPCs?)

(an effect is easier to edit than a damage entry of NPCs :D)

tahl_liadon
October 14th, 2020, 15:15
Then it may be easier to use additionally a DMGTYPE effect...
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this is a good idea, however, does not setting an effect dmgtype override and apply to all npc weapons, if the npc happens to have different weapons entries available? and so i would have to toggle on/off effect per weapon used?

like for example, the monk at certain level gains "magic" for his unarmed strike (dmgtype: spell), but all other weapons may be mundane/non-magical. the effect would give all his weapons the magic type.

...or what am i not seeing in in your suggestion?

Kelrugem
October 14th, 2020, 15:21
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this is a good idea, however, does not setting an effect dmgtype override and apply to all npc weapons, if the npc happens to have different weapons entries available? and so i would have to toggle on/off effect per weapon used?

like for example, the monk at certain level gains "magic" for his unarmed strike (dmgtype: spell), but all other weapons may be mundane/non-magical. the effect would give all his weapons the magic type.

...or what am i not seeing in in your suggestion?

yes, exactly, it would be added to all weapons, so, you'd need to turn off the effect again, or make it expire on the next action, something like this :) But, yeah, all methods are more or less cumbersome, sadly I do not see any better way

tahl_liadon
October 14th, 2020, 15:24
...all methods are more or less cumbersome...
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lol ya attempting at creating certain "a.i." is fun but... well, you already know.