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Eval scripts I have added to armor does not work when I add a magical, masterwork, or otherwise non-normal version of the armor. Is this an error, or is there just something I need to add to scripts for it to be used when customized?
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#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Here's a change I had to make for the Pathfinder version of the sawtooth sabre that I haven't gotten into d20 yet:
So, you can see the test for whether it's a custom/magic weapon, and then the alterations to the real thing. The same methods would apply to armor, as well. Code:
~ If we have exotic weapon proficiency for this weapon, we're Light if (tagis[Helper.ExoticProf] <> 0) then perform delete[wClass.OneHanded] perform assign[wClass.Light] endif ~if we're a custom/magic weapon, we need to alter our parent, too if (container.ishero = 0) then if (container.parent.tagis[Helper.ExoticProf] <> 0) then perform container.parent.delete[wClass.OneHanded] perform container.parent.assign[wClass.Light] endif endif |
#2 |
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Thanks a lot, that took care of most of my issues, except this last one. How would you make a bootstrap on the normal armor also show up on the masterwork/custom version?
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#3 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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It isn't showing up? I would expect it to.
Or are you trying to have the ability only show up when equipped? If not, I think you may be stuck making specific weapons for each version you'll need in play. Since there are no normal armor or weapons with special abilities in the main book, and everything in the various sourcebooks that I've seen could be covered by text on the armor/weapon, the need for things to work like this wasn't taken into account. |
#4 |
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It's not essential, I just added a special to Interlocking plate to remind the player when equipped that the ac bonus increases by 2 when they move 5 feet or less.
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#5 |
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Quote:
I've noticed that no adjustments occur when I make customized armor for my character (using the armor tab not the editor) and give it one or more special abilities (such as Balance, Bouyant, and Improved Agility) that grant skill & save bonuses when worn. The only things that change when I click the checkbox from "worn" to "in my possession but not worn" are things like AC and the armor check penalty but not the skill or save values affected by the special abilities of the armor. Will this be fixed in a future update? Nigel Fogg, aka The Wayfarer |
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#6 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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I'd also like this to work. I'll put it on my list of things to do, but no promises it'll be done soon, there are a ton of bugs to do.
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#7 |
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Quote:
Glad that we are all striving for a perfect product, Nigel Fogg, aka The Wayfarer |
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#8 |
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