Reach Weapon

Discussion in 'General Modification' started by seraglio, Oct 11, 2003.

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  1. seraglio

    seraglio Member

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    Has anyone found what line or attributes determine whether a weapon is a reach weapon?
     
  2. zhuge

    zhuge Established Member Veteran

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    Ok, going through various weapons reveals the following common fields. There may be a few additional special ones for magical weapons and artifacts.

    1 Item number
    2 Item type (obj_t_weapon)
    3 size (size_tiny, size_small, size_medium, size_large)
    4 material (mat_wood, mat_metal)
    5 "numeric variable" - probably some figure denoting general weapon group (blades, axes, polearms)
    6 "numeric variable" - usually is in the range of 10000+... reference to picture of weapon??
    7 magic - denotes whether item is magical (OIF_IS_MAGICAL)
    8 no loot - denotes whether item can be picked up? (OIF_NO_LOOT)
    9 no NPC pickup - denotes whether NPC can loot item? (OIF_NO_NPC_PICKUP)
    10 "numeric variable" - some kind of grouping system. Don't have a clue as to what it does. :(
    EDIT: This field denotes item weight (Thanks to Liquid Damage for finding it out!)

    11 price - price of item, MW adds 30000, +1 adds 230000, +2 adds 830000, +3 adds 1830000
    12 "numeric variable" - reference to picture of weapon???
    13 special variable - this variable seems to appears only when item is magical. Use?
    14 equipable slot - OIF_WEAR_WEAPON_PRIMARY OIF_WEAR_WEAPON_SECONDARY, OIF_WEAR_WEAPON_PRIMARY, OIF_WEAR_2HAND_REQUIRED.
    15 type of 2handed - OWF_TWO_HANDED, OWF_RANGED_WEAPON
    16 "numeric variable" - this variable seems to appear only on a ranged/throwable weapon. Perhaps this denotes 'range increment' which indicates the distance in feet that you can use a ranged weapon without suffering a -2 attack penalty.
    17 "string variable" - this variable denotes corresponding projectile?? arrow/bolt/throwing_axe, etc...
    18 crit multiplier - axes and polearms get 3, heavy picks and scythes get 4, default seems to be 2
    19 damage type - slashing/piercing/bludgeoning
    20 damage dice - 1d4/1d6/1d8/1d10/1d12/2d4/2d6... etc...

    21 weapon class - Longsword, Warhammer, light_hammer, Club... etc...
    22 crit range - default is 20?? 19 for swords, 18 for rapiers/scimitars, 19-20 for Great Cleaver?? Does not seem to be working properly
    23 to hit bonus - 1 0, 2 0, 3 0
    24 damage bonus - 1 0, 2 0, 3 0
    (sometimes to hit and damage bonuses are written as Weapon Enhancement Bonus X, where X=1,2,3)
    25 Weapon Masterwork
    26 miscellaneous fields for special powers
    For example:
    Weapon Frost 0 0
    Elemental Resistance per round Fire 10
    Weapon Flame tongue 0 1


    I'm not sure how "reach" is encoded here. Perhaps field 10. But it doesn't quite fit.
    EDIT:
    Here's Field 10 just for interest:
    1 Dagger
    2 Light Hammer, Shortsword, Rapier
    3 Club, Shortspear, Spear, Handaxe, Single Axe
    4 Light mace, Quarterstaff, Longsword, Scimitar
    5 Warhammer
    6 Heavy Pick, Bastard Sword, Gnome hooked hammer
    7 -
    8 Heavy Mace, Greatclub, Greatsword, Dwarven Waraxe
    9 Longspear
    10 Heavy Flail, Glaive, Scythe, Spiked Chain
    11 -
    12 Greataxe, Guisarme, Ranseur

    Can't pick out anything in common here and am utterly stumped.

    Looking at the reach weapons: Glaive, Guisarme, Ranseur, Spiked Chain, Longspear reveals little in common. I hope I've not missed something dreadfully obvious.

    I also hope it's not something hard coded...

    I would like to compare and consolidate this list of fields with the existing one at:
    http://www.co8.org/forum/showthread.php?threadid=98

    EDIT:
    There are a few other characteristics apart from reach which I am trying to link with fields:
    1)Finessable
    2)Light
    3)Simple/Martial/Exotic

    I don't think I can firmly link any of the above at present to a particular field.

    Any help/comment/correction is very welcome indeed.
     
    Last edited: Oct 13, 2003
  3. seraglio

    seraglio Member

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    Thanks for all the documentation of the fields. I'm guessing the weapon types have range individually recorded. I'm going to try to make a 2 handed sword with weapon type = glaive and see if it has a 10' range.
     
  4. Shin

    Shin Established Member

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    Wouldn't that change the required feat for proficiency, focus, specialisation as well? ???
     
  5. LiquidDamage

    LiquidDamage Member

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    Field 10 is item weight.
     
  6. zhuge

    zhuge Established Member Veteran

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    Doh. <slaps self on the head> :)
    So it was something obvious after all. Thanks for chipping in.
    Perhaps reach, finessable and light are all hardcoded qualities for each individual weapon. Any ideas?
     
  7. seraglio

    seraglio Member

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    changing weapon type

    *Wouldn't that change the required feat for proficiency, focus, specialisation as well? *

    Yes it most certainly would. Just trying to see whether the reach is a property of weapon class or something else. Take a shortsword, change only its weapon class to a polearm in protos, and see if it suddenly becomes a reach weapon. If it does, its hardcoded in the weapon class, as is weapon focus etc. If not, its somewhere else. I'll give this a try when I'm off work.
     
  8. seraglio

    seraglio Member

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    results

    Forgot to post my results. Changes a longsword to have longspear as weapon type. This changes it to a reach weapon. It also changes the animation to thrust. SO both of these variables seem to be linked to weapon type, since nothing else about the sword changed.
     
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