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Senior Member
Join Date: May 2013
Posts: 240
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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:
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 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? |
#1 |
Senior Member
Join Date: May 2013
Posts: 240
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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? |
#2 |
Senior Member
Join Date: Jan 2015
Posts: 463
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Personally, my character would have retired, purchased and ruled a small country after reaching level 20 and getting this weapon.
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#3 |
Senior Member
Join Date: May 2013
Posts: 240
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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.
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#4 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Sounds epic!
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#5 |
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