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Warklaw
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Old April 6th, 2016, 08:24 AM
Okay so... I am trying to create some USER content based off the Hammer of Thunderbolts. However I am noticing two things about the Hammer of Thunderbolts. 1. HL keeps throwing an error saying 'Returning' thrown weapon required (make perfect sense). 2. Even when the character has a Belt of Giant Strength equipped the 'eval script' seems not to be running to change the bonus or activate bane and thundering.

Anyone else see an issue with Hammer of Thunderbolts? Am I missing something? I have also tried marking the base weapon as Cat: Thrown Weapon... but it does not alleviate the issue either.

Note: I just re-installed Herolab... so nothing should really be altered beyond the new user file I am trying to create.
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Enforcer84
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Old April 6th, 2016, 04:14 PM
do you have the Gauntlets equipped as well?
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Warklaw
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Old April 6th, 2016, 05:26 PM
Quote:
do you have the Gauntlets equipped as well?
Gauntlets are not required. My guess is the scrip code is wrong, but I honestly don't know enough about the scripting language to correct it.
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Enforcer84
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Old April 6th, 2016, 06:56 PM
Are you talking about your weapon or the HoT...the only eval script I see on it adds +4 STR up to a Max 30 when attuned.

The rest is just text. And I'm not getting an error.
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Warklaw
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Old April 6th, 2016, 07:44 PM
I am talking about the Pathfinder: Hammer of Thunderbolts iHamThunde

In the hands of a wielder who wears a {i}belt of giant strength{/i} and knows the weapon is a {i}hammer of thunderbolts{/i} (not just the {i}+3 warhammer{/i} it appears to be), it becomes a {i}+5 Large giant-bane returning thundering warhammer{/i} with the following two properties. One, when the bearer hits with the hammer as a thrown attack, it emits a powerful clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (DC 15 Fortitude negates); the wielder is not immune to this effect. Two, the hammer’s range increment increases to 30 feet.

Code:
      
field[gSize].value = 1

      ~ need to check if we are wearing a belt of giant strength
      ~ if so we get the activation ability
      doneif (hero.childfound[ioBeltStr2].field[gIsEquip].value + 
      hero.childfound[ioBeltStr4].field[gIsEquip].value + 
      hero.childfound[ioBeltStr6].field[gIsEquip].value = 0)

      perform assign[User.Activation]
      field[actName].text = "+5 Large giant-bane returning thundering warhammer"
Code:
 if (field[abilActive].value <> 0) then
        field[BonEnhance].value += 2
        perform assign[wRangeInc.30]
        perform assign[wCategory.RangeThrow]

        trustme
        this.gizmo.child[iBane].field[iCustSpec].text = "giants"
        endif
Then in the gizmo there are four bootstraps:
one for Thundering for example is
Code:
fieldval:abilActive <> 0

Last edited by Warklaw; April 6th, 2016 at 07:47 PM.
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Aaron
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Old April 6th, 2016, 09:42 PM
It's supposed to show an activation on the In-play tab, but is not. Seems like something is erroneously assigning the "Hide.Activation" tag to it. If you think you've found a bug, please report it to the automated system, linked in the stickied thread at the top of the forum.
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Warklaw
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Old April 7th, 2016, 06:39 AM
Bug Report Submitted
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Enforcer84
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Old April 7th, 2016, 07:42 AM
LOL, sorry Warklaw. I was not in my right mind or the right game system!
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Warklaw
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Old April 8th, 2016, 08:16 AM
So I filled out the bug report and I am sure the studio is managing their backlog to the right value level, but I really need to understand how to fix the Hammer of Thunderbolts sooner than later as I have a all weekend gaming marathon that people are flying into in 1 week.

Could anyone perhaps assist with reviewing the script and understanding what is wrong with it?
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Warklaw
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Old April 11th, 2016, 06:14 PM
So I noticed with the latest update that a line was added to the script... but I the same issues are still occurring.
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