Member
Join Date: Aug 2009
Posts: 86
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I'd like to add dikote back into my game and have it usable with herolab. It adds a +1 to the DV, and an additional -1 to ap to melee weapons. Is there a way to do this without having to make a custom listing for all the weapons? Say make it a modifier that could be added in the customization screen.
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#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Yes, a weapon mod could apply +1DV and -1AP to the weapon it's added to.
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#2 |
Member
Join Date: Aug 2009
Posts: 86
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I've never added a modifier, only base weapons, how would I go about adding in one?
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#3 |
Junior Member
Join Date: Jun 2015
Location: Phoenix, PCC
Posts: 28
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I think the interesting part of this will be working out the variable cost based on surface area.
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#4 |
Junior Member
Join Date: Oct 2016
Posts: 2
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I would probably house rule the cost based on reach of weapon or perhaps its concealability (both of which reflect 'size')
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#5 |
Member
Join Date: Aug 2009
Posts: 86
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I still haven't figured out how to enter the base attributes, so if anyone can I'd love a tutorial, I have several variant materials to be added. As for cost, thinking of basing it off of reach.
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#6 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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How far have you gotten? Do you have the base item set up yet, so that you can at least purchase it, and you'd like help scripting the +1DV/-1AP?
Or are you further back in the process? If so, what have you figured out? Personally, I'd just use the Custom Cost option - just let the user talk to their GM, get a declaration of the area of the weapon, and then use that to calculate the price themselves, and enter whatever they've calculated. |
#7 |
Member
Join Date: Aug 2009
Posts: 86
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I need help scripting. The base item is a katana, and I want to add the option of putting the dikote on it through the tabs.
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#8 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Let's start by figuring out which fields you'll need to modify.
In the Develop menu, make sure Enable Data File Debugging (at the top) is turned on. Then, add a test Katana, right-click on that weapon, and choose "Show Debug Fields for Katana". Now, in that list, filter for "Damage", and then for "Armor Piercing", and tell me which field stores the value for each of those. Now, can you name a weapon mod that makes a modification to the stats of its weapon? Make a copy of that, look at its "Eval Script" button on the upper right-hand side, and paste that script here. Then, I'll help you modify that script to make the changes you want Dikote to make, instead of whatever changes that mod is making. |
#9 |
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