Senior Member
Join Date: Sep 2014
Posts: 105
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With Adventurer's Armory 2 out, (but still in the process of coming to HL), I thought I'd make some of the weapon Modifications into feats that I can add to my character so I can build them. Right now I'm running into problems with the Versatile Design Weapon Mod.
Right now I have the 2 selection fields as 1) all weapons on hero, 2) all weapon groups Code:
~Pre-levels 5000 Index 1 (same time as weapon focus) ~ If we're disabled, do nothing doneif (tagis[Helper.FtDisable] <> 0) ~ If we haven't chosen anything, get out now doneif (field[usrChosen1].ischosen + tagis[Target.?] = 0) doneif (field[usrChosen2].ischosen + tagis[Target.?] = 0) ~ Get the weapon and wFtrGroup tag from our choice perform field[usrChosen1].chosen.pulltags[IsWeapon.?] perform field[usrChosen2].chosen.pulltags[wFtrGroup.?] ~ Assign the appropriate tag to the weapon var id as string var name as string var tagID as string tagID = field[usrChosen2].chosen.pulltags[wFtrGroup.?] call fTargetId perform field[usrChosen1].chosen.pushtags[wFtrGroup.Monk] ~ Set our 'short name' field[shortname].text = "Design: " & name field[sbName].text = "Versatile Design (" & lowercase(name) & ")" ~ Pull the proficiency and raise by a step if fWepAdept not found perform field[usrChosen1].chosen.pulltags[wProfReq.?] Also it should make the weapon go up one step in difficulty of wielding if they don't have the weapon mod. prof. feat., which is something I can't figure out as well, but aren't too troubled by |
#1 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
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Um AA2 is available in HL as of today.
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#2 |
Senior Member
Join Date: Sep 2014
Posts: 105
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Aye, came out 1 hour before I asked this question, while I was working on it. Woo, I don't have to do it anymore (and all my effort today on it was pointless)
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#3 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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#4 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
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#5 |
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