Junior Member
Join Date: Sep 2014
Location: USA
Posts: 11
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I want to add a new weapon that allows the user to toggle a checkbox to change its damage and other stats. However, nonmagical weapons don't have an option to give them an activated ability. I got around this by directly adding the User.Activation tag and actName field, then checking abilActive in an eval script to manipulate the weapon's stats.
Code:
doneif (field[abilActive].value = 0) field[wDamage].value -= 1 field[wAttack].value -= 1 perform this.delete[wCritMin.19] perform this.assign[wCritMin.20] - Is there a better way to get the checkbox to show up (ideally without the usrChkText error)? I thought about bootstrapping a separate ability to create the entry on the in-play tab, but I don't want to go down that road if it's not the right solution. - How can I get my eval script to work both when the weapon is magical and nonmagical? I tried to figure out how to reference the container from the script, but I've never worked with gizmos before so I think I'm missing a lot of steps. Last edited by Hydrothermal; February 11th, 2020 at 08:34 PM. |
#1 |
Junior Member
Join Date: Sep 2014
Location: USA
Posts: 11
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I fixed the magic weapon issue by checking container.ishero and then using either this or parent to make the modifications. I still get the (non-breaking) usrChkText error, though. It seems it will occur as long as User.Activation is present on the weapon and setting usrChkText just triggers the same error. Is there a different tag that I should use, or a way to define usrChkText for the thing?
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#2 |
Senior Member
Join Date: May 2015
Posts: 830
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You might think of implementing this via an adjustment that selects the weapon in a drop down
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#3 |
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