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WhiteUnggoy
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Join Date: Dec 2013
Posts: 61

Old December 28th, 2013, 08:50 AM
Hey all. So I'm currently working on trying to add some of SGG's "Things That Make You Go Boom" armor and weapon abilities, which include some item powers that are worth a "half bonus." I've started on the first one, and to my pleasant surprise, the bonus appears to add correctly; eg if I make a +1 hurtful warhammer, where hurtful's bonus is .5, this shows up in the iPrice field correctly, and the bonus equivalent is listed at +1.5 on the custom weapon. I've hit two roadblocks though.

1. I need to be able to read, if not access the "bonus equivalent" value as listed in the menu in order to add the correct price. As it stands now, any weapon with a x.5 bonus gets priced as an effectively +10 weapon (pricing otherwice works fine, a hurtful, hurtful weapon, adds 2000 gp to the value). I admittedly haven't messed around with gizmos too much, so I don't know how hard this actually is to affect, but as the price difference between +1 and +1.5 weapon is not the same as that between a +4 and +4.5 weapon, this seems like the best option. Otherwise, I guess I can add a copy of each ability to be shown at each bonus level between, but then that's a user file five times the size of what it could be.

I would then also request to know this same info for the armor abilities

2. In the menu where you select the abilities, each listing also lists its price: +1 bonus, 4000 gp, etc. I'd like to be able to adjust this text for my new item powers, as the .5 bonuses are just left blank.

Thanks so much!
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ShadowChemosh
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Old December 28th, 2013, 09:11 AM
I tried once before and ran into allot of issues in adjusting the price on the gizmo. You will pretty much have to take full control of the pricing and add in all abilities and bonuses and then override the price.

It was several years ago when I tired but at the time didn't find any easy way to fix the cost calculation issue.

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WhiteUnggoy
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Join Date: Dec 2013
Posts: 61

Old December 28th, 2013, 12:37 PM
Dang, yeah I was hoping that I could at least find a way to pull that value. I didn't think I'd be able to configure what the half bonus values are worth into hero lab, but I was planning having a script read the overall bonus of the weapon(if x = 1.5, then _, if x = 2.5, etc), and then manually changing the iPriceCash field on said ability. But if I can't access that value, then maybe I'll figure something else out. I fortunately have a lot of time to throw myself at these problems...
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