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-   -   Broken: Hammer of Thunderbolts? (http://forums.wolflair.com/showthread.php?t=55528)

Warklaw April 6th, 2016 09:24 AM

Broken: Hammer of Thunderbolts?
 
Okay so... I am trying to create some USER content based off the Hammer of Thunderbolts. However I am noticing two things about the Hammer of Thunderbolts. 1. HL keeps throwing an error saying 'Returning' thrown weapon required (make perfect sense). 2. Even when the character has a Belt of Giant Strength equipped the 'eval script' seems not to be running to change the bonus or activate bane and thundering.

Anyone else see an issue with Hammer of Thunderbolts? Am I missing something? I have also tried marking the base weapon as Cat: Thrown Weapon... but it does not alleviate the issue either.

Note: I just re-installed Herolab... so nothing should really be altered beyond the new user file I am trying to create.

Enforcer84 April 6th, 2016 05:14 PM

do you have the Gauntlets equipped as well?

Warklaw April 6th, 2016 06:26 PM

Quote:

do you have the Gauntlets equipped as well?
Gauntlets are not required. My guess is the scrip code is wrong, but I honestly don't know enough about the scripting language to correct it.

Enforcer84 April 6th, 2016 07:56 PM

Are you talking about your weapon or the HoT...the only eval script I see on it adds +4 STR up to a Max 30 when attuned.

The rest is just text. And I'm not getting an error.

Warklaw April 6th, 2016 08:44 PM

I am talking about the Pathfinder: Hammer of Thunderbolts iHamThunde

In the hands of a wielder who wears a {i}belt of giant strength{/i} and knows the weapon is a {i}hammer of thunderbolts{/i} (not just the {i}+3 warhammer{/i} it appears to be), it becomes a {i}+5 Large giant-bane returning thundering warhammer{/i} with the following two properties. One, when the bearer hits with the hammer as a thrown attack, it emits a powerful clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (DC 15 Fortitude negates); the wielder is not immune to this effect. Two, the hammer’s range increment increases to 30 feet.

Code:

     
field[gSize].value = 1

      ~ need to check if we are wearing a belt of giant strength
      ~ if so we get the activation ability
      doneif (hero.childfound[ioBeltStr2].field[gIsEquip].value +
      hero.childfound[ioBeltStr4].field[gIsEquip].value +
      hero.childfound[ioBeltStr6].field[gIsEquip].value = 0)

      perform assign[User.Activation]
      field[actName].text = "+5 Large giant-bane returning thundering warhammer"

Code:

if (field[abilActive].value <> 0) then
        field[BonEnhance].value += 2
        perform assign[wRangeInc.30]
        perform assign[wCategory.RangeThrow]

        trustme
        this.gizmo.child[iBane].field[iCustSpec].text = "giants"
        endif

Then in the gizmo there are four bootstraps:
one for Thundering for example is
Code:

fieldval:abilActive <> 0

Aaron April 6th, 2016 10:42 PM

It's supposed to show an activation on the In-play tab, but is not. Seems like something is erroneously assigning the "Hide.Activation" tag to it. If you think you've found a bug, please report it to the automated system, linked in the stickied thread at the top of the forum.

Warklaw April 7th, 2016 07:39 AM

Bug Report Submitted

Enforcer84 April 7th, 2016 08:42 AM

LOL, sorry Warklaw. I was not in my right mind or the right game system!

Warklaw April 8th, 2016 09:16 AM

Help
 
So I filled out the bug report and I am sure the studio is managing their backlog to the right value level, but I really need to understand how to fix the Hammer of Thunderbolts sooner than later as I have a all weekend gaming marathon that people are flying into in 1 week.

Could anyone perhaps assist with reviewing the script and understanding what is wrong with it? :confused:

Warklaw April 11th, 2016 07:14 PM

So I noticed with the latest update that a line was added to the script... but I the same issues are still occurring.


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