Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
|
Also, another thought is that you've started off working in Hero Lab with one of the harder projects you could have picked. If you have any other Eberron projects you want to work on, you might want to start with simpler parts of your project. Feats are where I'd start - most of them have simpler effects.
Last edited by Mathias; May 7th, 2011 at 08:33 AM. |
#21 |
Senior Member
Join Date: May 2010
Location: Maryland
Posts: 167
|
Ah, thank you for the tip to look at the Sawtooth Sabre!!
Can someone explain to me why my weapon's BonEnhance, wAttack, and wBonus values are in the container of the pick, and not the pick itself? What is the pick's context when the item has been added through the Custom/Magic Weapon UI? I also learned that the BonEnhance field isn't set until the Post-Levels phase, and the wAttack and wBonus fields aren't set until Lone Wolf's Final phase has completed (or at least it's after priority 1000) -- I wasn't able to see those fields set until the Validation phase. Thanks again! If anyone cares, below is the working thing definition. I think I still need to figure out how to capture "special" magic properties of the container pick and apply them to the slam, but that's probably a task for another day -- or later today. Code:
<thing id="wBtlFist" name="Battlefist" description="This weapon resembles a massively oversized spiked gauntlet; one designed for a Medium warforged looks like a gauntlet designed for an ogre. It attaches to the arm of a warforged, completely covering the hand. This component only operates when attached and locked in place.\n\nA battlefist increases the damage dealt by the character’s natural slam attack to 1d8 points of bludgeoning and piercing damage (assuming a Medium character). \n\nA warforged monk who uses a battlefist deals increased unarmed damage as though the character were one size larger than actual, and he can add the battlefist’s enhancement bonus to his unarmed attack and damage rolls." compset="Weapon" uniqueness="unique" holdable="no"> <fieldval field="gSizeCost" value="300"/> <fieldval field="gWeight" value="6"/> <tag group="EquipType" tag="Metal"/> <tag group="wMain" tag="1d3_3"/> <tag group="wProfReq" tag="Simple"/> <tag group="wCritMin" tag="20"/> <tag group="wCritMult" tag="2"/> <tag group="wClass" tag="Light"/> <tag group="wFtrGroup" tag="Natural"/> <tag group="wCategory" tag="Unarmed"/> <tag group="wType" tag="B"/> <tag group="wType" tag="P"/> <tag group="Helper" tag="GearNoSize"/> <tag group="Helper" tag="NoPathSoc"/> <tag group="Helper" tag="NoSelect"/> <tag group="Helper" tag="MagicOnly"/> <eval phase="Final" priority="1000" index="2">var enhBonus as number if (container.ishero = 0) then enhBonus = container.parent.field[BonEnhance].value #applybonus[BonEnhance, hero.child[wSlam], enhBonus] endif</eval> <eval phase="UserPreLv" priority="10000">perform hero.child[wSlam].assign[Helper.DamageUp] perform hero.child[wSlam].assign[Helper.DamageUp]</eval> <evalrule phase="UserPostLv" message="This weapon has to have at least a +1 Enhancement Bonus"><![CDATA[@valid = 0 if (container.ishero = 0) then if (container.parent.field[BonEnhance].value > 0) then @valid = 1 endif endif]]></evalrule> <exprreq message=""><![CDATA[#hasrace[rWarforged] <> 0]]></exprreq> </thing> Last edited by Adam.Ormond; May 7th, 2011 at 08:46 AM. |
#22 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
|
Because it's the Custom/Magic Weapon that is the magic weapon - not the weapon within it. All that's there for is so that the Custom/Magic Weapon can look up its values, so it knows what weapon it's pretending to be this time.
Try Final/10000 or Final/100000 instead of going to the Validation phase - Validation is supposed to be for validating the results - nothing's supposed to change during that period. |
#23 |
Senior Member
Join Date: May 2010
Location: Maryland
Posts: 167
|
Quote:
|
|
#24 |
Senior Member
Join Date: May 2010
Location: Maryland
Posts: 167
|
Okay, so implementing the Wand Sheath and I have it mostly working, but have a few questions:
1) I have the name of the Wand in the gearlist -- is there a way I can find the sCustomWand pick that matches it? I see there's a container.firstchild which takes a sort expression -- is this how I'd do it? If so, where might I find an example of a sort expression? If not, how would I go about finding the matching pick? Once I have this, I can use it to remove it from the Tracked Resources and track them on the Wand Sheath instead. 2) Is it possible to remove a pick from this pick's gearlist if it either isn't appropriate (e.g. not a wand) or if it's out of charges? Here's the Eval Script I have at this point: Code:
if (this.field[gHeldCount].value = 1) then var wandName as string wandName = this.gearlist[";",Helper.WandLevReq] if (empty(wandName) = 0) then this.field[livename].text = "Wand Sheath (" & wandName & ")" perform this.assign[User.Tracker] endif endif Last edited by Adam.Ormond; May 7th, 2011 at 11:41 AM. |
#25 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
|
I apologize, but I don't understand what you're trying to accomplish with this.
Hero Lab already displays the names of the held gear for a holder when you mouse over the bag icon, and includes them in the printout. What else are you trying to add? |
#26 |
Senior Member
Join Date: May 2010
Location: Maryland
Posts: 167
|
Quote:
Quote:
1) There are specific rules regarding what can be placed in a wand sheath, when, and how its activated (shown below). I want to know which wand is in the sheath from the In-Play tab, and track its charges from there. I see two ways to do this: a) modify the livename of sCustomWand pick for the wand in question to indicate it's in the Wand Sheath, or b) add a Tracker to the Wand Sheath and remove the sCustomWand's tracker. Either way, I need to get a handle to the sCustomWand pick that I've added to the gearlist. 2) Rules enforcement. Right now, the Eval Rule script merely flags an item as containing errors. I want to script corrective action. To do this, I need to manipulate the gearlist through the script. Quote:
Last edited by Adam.Ormond; May 7th, 2011 at 03:40 PM. |
|||
#27 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
|
Yes, but it can be removed if the user makes a mistake and puts the wrong wand into it, and wants to fix that. It can also be removed with GM's Fiat.
Frankly, I'd call all of those extra rules more work then they're worth to implement, and just trust the user to follow the rules of the item. Just let them track the charges on the wand itself, instead of the sheath. |
#28 |
Senior Member
Join Date: May 2010
Location: Maryland
Posts: 167
|
Quote:
I'd still like to edit the livename of the wand in the Sheath to indicate it's in the Sheath so I can see it in the In-Play tab. Is this possible? |
|
#29 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
|
It looks like you can use the gearholder transition to go from the wand to the sheath, but there's no option to travel the other direction. Sorry.
|
#30 |
|
|