View Full Version : Parsing NPC damage types
ProfDogg
August 24th, 2022, 03:47
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.
Moon Wizard
August 24th, 2022, 04:03
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
bmos
August 24th, 2022, 18:13
Here are official statblocks for NPCs that deal nonlethal damage.
https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Derro%20Bodysnatcher
https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Grioth
https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Giant%20Whiptail%20Ce ntipede
https://www.aonprd.com/MonsterDisplay.aspx?ItemName=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!
ProfDogg
August 24th, 2022, 18:32
Here are official statblocks for NPCs that deal nonlethal damage.
https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Derro%20Bodysnatcher
https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Grioth
https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Giant%20Whiptail%20Ce ntipede
https://www.aonprd.com/MonsterDisplay.aspx?ItemName=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.
Kelrugem
August 26th, 2022, 03:06
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? :)
bmos
August 26th, 2022, 12:52
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.
Kelrugem
August 26th, 2022, 12:55
I just tested both "bite +12 (2d6+4 slashing, cold, nonlethal)" and "Weapon +3 (2d8 bludgeoning,nonlethal)" and they both work.
Thanks for testing :)
ProfDogg
August 26th, 2022, 18:02
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...
bmos
August 26th, 2022, 19:19
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...
ProfDogg
August 26th, 2022, 20:12
I'm using auto crits and damage types. Maybe the latter?
ProfDogg
September 4th, 2022, 03:34
Bmos, you make some changes? It's working now. If not, chalk it up to some other unknown factor, not your extensions.
bmos
September 4th, 2022, 12:27
I totally forgot to look into it!
Let me know if it happens again, but I'm glad it's working :)
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