BaseMonsterClass.StepDownSizePosted: 2014-08-06 Filed under: Debugging, General Leave a comment
Alright, first a little explanation: the title refers to a method in the BaseMonsterClass that handles changing the creature’s size down one step, such as going from Medium to Small or Small to Tiny. Now for some background: I have been working on targeting and activity building for a few weeks now. I’m pretty comfortable with how it’s shaped up (more on that later), but while using it I discovered a little problem with the melee-strike range for the animated objects that fall into the “tiny” category.
An animated object with 1 power-die is small, an animated object with a partial power-die is tiny. The system and workshop handle this by allowing the creature to have an option when editing the 1st power-die to pick a partial power-die instead of a full one. The BaseMonsterClass has the capacity to use standard or custom size ranges to control and modify the body when the size should change due to power-dice change in the editor. StepUpSize worked just fine, it uses the size range information to add additional values to physical creature ability scores and natural armor. The natural reach is, however a fixed value (not a change value).
So…when I wrote StepDownSize, I copied StepUpSize and pasted, using the previous size range and subtracting them out (I just had to change the additions to subtractions). However, the natural ranges were not something that could be size reversed, so I ended up assigning the old larger size reach to the smaller body. Tiny animated objects could reach 1 cube away. Simple enough fix once I realized it…