Senior Member
Join Date: Nov 2011
Location: South Riding, VA
Posts: 841
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Is there a way to switch an item/weapon's state from holdable="yes" to holdable="no"?
Specially, I have a magic weapon power that would need to make the chosen weapon no longer able to be put into bags, i.e. it becomes holdable="no". I have tried the following (on the item power) but no good. Get the error I have an undeclared variable 'state' Code:
~ make user proficient and weapon natural if (parent.tagis[component.BaseWep] <> 0) then perform parent.assign[Helper.Proficient] perform parent.assign[wFtrGroup.Natural] perform parent.assign[wGroup.Natural] perform parent.setfocus perform state.focus.amendthing[holdable,"no"] perform state.clearfocus else foreach pick in hero from BaseWep where container.child[gCustMagic].field[gWeapExpr].text perform eachpick.assign[Helper.Proficient] perform eachpick.assign[wFtrGroup.Natural] perform eachpick.assign[wGroup.Natural] perform eachpick.setfocus perform state.focus.amendthing[holdable,"no"] perform state.clearfocus nexteach endif Last edited by frumple; September 22nd, 2014 at 10:20 AM. |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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This is not something that can be changed. What game rule is this intended to represent?
Last edited by Mathias; September 22nd, 2014 at 11:08 AM. |
#2 |
Member
Join Date: Nov 2013
Posts: 43
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This may or may not help. I don't have HL handy atm. But have a look at coffins. They have a box checked on a field I think says Top Level Item. This kept me from stuffing one into a Bag of Holding, so it may just happen to be what you're looking for. If not, I'll take a second look when I can access HL.
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#3 |
Senior Member
Join Date: Nov 2011
Location: South Riding, VA
Posts: 841
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Mathias, it is for integrated weapons from the Advanced Bestiary. a creature can select a weapon and it becomes integrated with its body (acts as a natural weapon). Because any weapon can be selected, and magical powers can be added to it, I am implementing it as a magic weapon ability. It seemed much simpler to do that than try to deal with all the mishagas with gizmos.
Just for completeness I wanted to implement this. It seemed a bit silly for a weapon that is attached to a character's body being able to be put into a container/bag/sack, etc. If it is not possible, then no big deal. |
#4 |
Senior Member
Join Date: Nov 2011
Location: South Riding, VA
Posts: 841
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Korlen,
I believe top level containers are for containers that do not pass weight onto the hero. That is not quite what I am looking for. |
#5 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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That's not something I'd worry about implementing. The user should always be paying attention to whether something can actually fit in the container they're moving it to, because there's no way for Hero Lab to enforce absolutely every combination of item and container without knowing the exact dimensions of every object in the game. So, they can apply some common sense to this, too - if your weapon is integrated into your arm, you can't put it in a bag.
Last edited by Mathias; September 22nd, 2014 at 01:35 PM. |
#6 |
Junior Member
Join Date: Mar 2011
Posts: 9
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Why not create a bag called Integrated Weapons. That way you can put all the weapons that have been integrated into the Bag. Just my 2 cents.
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#7 |
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