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-   -   Transferring weapon abilities (http://forums.wolflair.com/showthread.php?t=62009)

wdmartin January 22nd, 2019 07:28 PM

Transferring weapon abilities
 
The soloist PC in my seven-year-long campaign just hit level 20 by killing Treerazer. Her reward is a super-badass custom artifact-level sword personally forged for her by the empyreal lord Bharnarol.

Its stats, per her specification:
  • +5 enhancement bonus
  • +1 keen
  • +2 negating
  • +1 mimetic
  • +1 demon bane
  • wild weapon -- enhancement and weapon abilities transfer to unarmed strike and wild shape natural attacks
  • curse of forgetfulness -- DC 17 will save when struck or be cursed to roll nat 1s on all Intelligence-based skill and ability checks

Most of that was pretty straightforward to code up, but I've run into issues copying the weapon abilities from the sword onto her melee and natural attacks. I defined an Item Power called Wild, with the following two eval scripts:

Code:

~ First/400/1
doneif (container.parent.field[gIsEquip].value = 0)

perform container.parent.assign[Helper.PolyOK]

Code:

~ Pre-levels/10000/2
doneif (container.parent.field[gIsEquip].value = 0)

~ Get the enhancement bonus of the weapon.
var WeaponBonus as number
WeaponBonus = container.parent.field[BonEnhance].value

perform container.parent.pulltags[Ability.?]

foreach pick in hero from BaseWep where "component.BaseNatWep | wCategory.Unarmed"
~ Copy over the enhancement bonus
#enhancementbonus[eachpick, WeaponBonus]

~ Copy over the weapon abilities.
perform eachpick.pushtags[Ability.?]
nexteach

The enhancement bonus works; whenever the sword is equipped, unarmed strike and natural weapons gain a +5. And I can see in the debug tags window that the Ability tags are getting copied over fine, but the abilities don't appear to have been added -- e.g. the crit range is still the same, the bane damage doesn't show up, etc.

Clearly there is more to it than copying some tags over. I spent some time puzzling through the code for a custom Amulet of Mighty Fists, but I failed to grok it. I think it works by assigning a weapon type to the gizmo that powers the item power selection? Maybe? Anyway, I didn't get it. I'm pretty tired right now, which doesn't help.

How should I be going about this?

wdmartin January 24th, 2019 05:35 PM

I gave up on that approach. I'm probably never going to use this weapon property on anything but this one specific weapon, so why should I go to the trouble of making it work more generally? I just hard-coded in some lines assigning wDamExtra and Helper.Keen tags to the unarmed strike and natural weapons, and it works great.

Wish I'd just gone straight to that. Could have saved myself some time. Oh, well.

Hey, is there some way to suppress an Item Power in the list of special abilities that you can buy for a custom magic weapon? Or should I just move all the code over to the weapon itself?

Krothos January 25th, 2019 08:17 AM

Personally, my character would have retired, purchased and ruled a small country after reaching level 20 and getting this weapon. ;)

wdmartin January 28th, 2019 11:13 AM

Yeah, it's pretty dang powerful. But the story's not quite over; the player's final arc involves redeeming all the lycanthropes in existence by wresting control over lycanthropy back from the demons who tainted it with rage and hunger. So she's going to be taking that fancy sword and going straight into the Abyss to do battle with a demon lord. When it's all over, she'll be the new demigod of lycanthropes and all set to retire to her own realm in the Great Beyond.

Aaron January 28th, 2019 12:32 PM

Sounds epic!


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