Lone Wolf Development Forums  

Go Back   Lone Wolf Development Forums > Hero Lab Forums > HL - Savage Worlds
Register FAQ Community Today's Posts Search

Notices

Reply
 
Thread Tools Display Modes
Gumbytie
Senior Member
 
Join Date: Jun 2010
Location: Florida
Posts: 235

Old July 30th, 2023, 10:52 AM
So I have never tried to apply these bonuses to one particular weapon when equipped.

Example, from the Fantasy Companion the "Pathblocker". It grants the wielder +2 to his Fighting and damage rolls...

So this code works sort of:
Pre-Traits/5000

Code:
if (field[grIsEquip].value <> 0) then
   perform #traitprof[skFighting,+,2,"Pathblocker"]
   perform hero.child[miSFAPathblocker].setfocus
   focus.field[wpDmgBonus].value += 2
endif
Equip the weapon and the bonuses apply. But they apply to Fighting and the damage bonus to EVERY weapon character has, including Unarmed.

So can you make a script that applies bonuses like that JUST to the equipped weapon? I guess the same would apply for an equipped item.

Once again, just additional coding that would prove more useful for someone running game within HeroLab.
Gumbytie is offline   #1 Reply With Quote
CapedCrusader
Senior Member
Volunteer Data File Contributor
 
Join Date: Aug 2009
Posts: 1,550

Old July 30th, 2023, 12:05 PM
Take a look at how the Trademark Weapon Edge functions.

_
Currently In Development: Savage Pathfinder, SWADE Fantasy Companion
Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
CapedCrusader is offline   #2 Reply With Quote
Gumbytie
Senior Member
 
Join Date: Jun 2010
Location: Florida
Posts: 235

Old July 30th, 2023, 03:28 PM
A good start hint, thank you very much. I can sorta see where I am supposed to going with this but Trademark Weapon uses a Chosen field to drive it.

I need this to work on a magic weapon the character "purchases".

So I get to this:
Code:
if (field[grIsEquip].value <> 0) then
   foreach pick in hero where "component.WeaponBase"
      if (eachpick.uniqindex = field[usrChosen1].chosen.uniqindex) then
        eachpick.field[wpDmgBonus].value += 2
        perform #traitprof[skFighting,+,2,"Pathblocker"]
      endif
   nexteach
endif
This of course throws an error because nothing is "chosen". I am not grokking what I need to replace in this line to move forward.
Code:
if (eachpick.uniqindex = field[usrChosen1].chosen.uniqindex) then
So the field[usrChosen1].chosen. section is what I need to swap out I think. Nothing I have tried so far works.
Gumbytie is offline   #3 Reply With Quote
CapedCrusader
Senior Member
Volunteer Data File Contributor
 
Join Date: Aug 2009
Posts: 1,550

Old July 30th, 2023, 09:32 PM
The used chooses which weapon he is carrying that it applies to.

_
Currently In Development: Savage Pathfinder, SWADE Fantasy Companion
Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
CapedCrusader is offline   #4 Reply With Quote
Gumbytie
Senior Member
 
Join Date: Jun 2010
Location: Florida
Posts: 235

Old July 31st, 2023, 05:09 AM
But this isn't a weapon the user "adds" magic ability to. This is a weapon in the existing Fantasy Companion. There are several similar weapons that have these kind of affects (effects?) but there is no code to support a player using character within HeroLab. So I have been going through trying to add code to various magic weapons/armour/items that we are using in our game minus the bunch precluded.

So I was trying to code what I could. In this case, the weapon from Fantasy Companion 2 (SWADE):

Quote:
PATHBLOCKER: Pathblocker is a long, sturdy spear that grants the wielder +2 to his Fighting and damage rolls and the First Strike Edge.
I know the code within HeroLab right now is for Fantasy Companion Deluxe so some stuff doesn't seem to work in SWADE. Like the Bootstrapping of Edges.

I know you are working on Fantasy Companion 2 for SWADE. I could hold off on too many magic items I guess.

Although the question I have would still pertain...unless in your work you are already accounting for this
Gumbytie is offline   #5 Reply With Quote
CapedCrusader
Senior Member
Volunteer Data File Contributor
 
Join Date: Aug 2009
Posts: 1,550

Old August 1st, 2023, 07:26 AM
Well, they've completely changed how magic items work as far as construction. In Deluxe, you could do pretty much whatever. In SWADE, there aren't any open construction rules like that.

_
Currently In Development: Savage Pathfinder, SWADE Fantasy Companion
Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
CapedCrusader is offline   #6 Reply With Quote
Gumbytie
Senior Member
 
Join Date: Jun 2010
Location: Florida
Posts: 235

Old August 1st, 2023, 07:55 AM
Hmm, okay, but this isn't for construction. Assuming I am understanding.

This is magic weapon listed in the new Fantasy Companion, just something a player can select normally.

I was just going through trying to add code to default magic items that allowed a user more options within HeroLab if they using it for play. Just like we have for many skills, Edges, etc.

I know some are just not possible to code with how HeroLab creating SW so I may be bumping up against limitations.

Maybe I should just wait and see what you complete and gets released for Fantasy Companion 2 and SWADE updates?
Gumbytie is offline   #7 Reply With Quote
CapedCrusader
Senior Member
Volunteer Data File Contributor
 
Join Date: Aug 2009
Posts: 1,550

Old August 1st, 2023, 09:55 PM
Well, for pre-built items just bootstrap what you need.

_
Currently In Development: Savage Pathfinder, SWADE Fantasy Companion
Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
CapedCrusader is offline   #8 Reply With Quote
Gumbytie
Senior Member
 
Join Date: Jun 2010
Location: Florida
Posts: 235

Old August 2nd, 2023, 04:14 AM
Heh, I think we got sidetracked. My original problem was the script at top of this thread would affect ALL weapons, etc. I was trying to figure out how to limit the effects to just applying to that weapon when equipped.

Again, this is just trying to push HeroLab a bit so there is more functionality if player/GM using HeroLab while running a game.

The magic items load just fine. There is just no code to support some of the magic effects. Again, I also don't know when I am hitting the limit of what HeroLab can and cannot achieve, or I am not smart enough .

Last edited by Gumbytie; August 2nd, 2023 at 05:05 AM.
Gumbytie is offline   #9 Reply With Quote
CapedCrusader
Senior Member
Volunteer Data File Contributor
 
Join Date: Aug 2009
Posts: 1,550

Old August 2nd, 2023, 07:22 AM
Don't modify Fighting Skill. Add to the items wpBonus. That will just affect the weapon.
And adding to wpDmgBonus is affecting all weapons??

_
Currently In Development: Savage Pathfinder, SWADE Fantasy Companion
Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
CapedCrusader is offline   #10 Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -8. The time now is 06:18 AM.


Powered by vBulletin® - Copyright ©2000 - 2024, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.