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willuwontu
Senior Member
 
Join Date: Sep 2014
Posts: 105

Old July 13th, 2017, 04:26 PM
With Adventurer's Armory 2 out, (but still in the process of coming to HL), I thought I'd make some of the weapon Modifications into feats that I can add to my character so I can build them. Right now I'm running into problems with the Versatile Design Weapon Mod.

Right now I have the 2 selection fields as 1) all weapons on hero, 2) all weapon groups
Code:
      ~Pre-levels 5000 Index 1 (same time as weapon focus)

      ~ If we're disabled, do nothing
      doneif (tagis[Helper.FtDisable] <> 0)

      ~ If we haven't chosen anything, get out now
      doneif (field[usrChosen1].ischosen + tagis[Target.?] = 0)
      doneif (field[usrChosen2].ischosen + tagis[Target.?] = 0)

      ~ Get the weapon and wFtrGroup tag from our choice
      perform field[usrChosen1].chosen.pulltags[IsWeapon.?]
      perform field[usrChosen2].chosen.pulltags[wFtrGroup.?]

      ~ Assign the appropriate tag to the weapon
      var id as string
      var name as string
      var tagID as string

      tagID = field[usrChosen2].chosen.pulltags[wFtrGroup.?]

      call fTargetId

      perform field[usrChosen1].chosen.pushtags[wFtrGroup.Monk]

      ~ Set our 'short name'
      field[shortname].text = "Design: " & name
      field[sbName].text = "Versatile Design (" & lowercase(name) & ")"
      
      ~ Pull the proficiency and raise by a step if fWepAdept not found
      perform field[usrChosen1].chosen.pulltags[wProfReq.?]
I can't figure out how to get the weapon group I've selected (currently I only have the one it assigns hardcoded).

Also it should make the weapon go up one step in difficulty of wielding if they don't have the weapon mod. prof. feat., which is something I can't figure out as well, but aren't too troubled by
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