Senior Member
Join Date: Apr 2010
Posts: 152
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I'm trying to bootstrap magic item properties to custom magic armor and shields in editor. I add the bootstrap, the compile runs fine, but when I add the item to a character, I get the attached (or some similar code). I've tried bootstrapping both on the item itself and in the Gizmo, but get the same results either way.
For below, I'm trying to add the "Bashing" ability to a shield. (I was able to add the code from the Bashing ability directly to the shield, but it didn't actually "up" the damage dice nor add the enhancement bonus to the attack/damage for the shield bash.) Matt Droz Community material (Forgotten Realms & Non-SRD/Retro) |
#1 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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If you take a look at the custom items already made it looks like what you want to do is create a "Bashing Shield" with the script then bootstrap whatever shield type you are using in the gizmo section. I would try that method.
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#2 |
Senior Member
Join Date: Apr 2010
Posts: 152
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Any ideas on how to do that? I don't see any current shields that have bootstrapped abilities to use as an example. I also checked the Authoring files and it mentions using the Special Tag to assign to the bootstrapped ability, but I'm lost on where to assign it.
Matt Droz Community material (Forgotten Realms & Non-SRD/Retro) |
#3 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Sorry, my point wasn't that you should bootstrap the ability. Take a look at something like the Caster's Shield. In the Gizmo section, you can see that it is bootstrapping a light shield. What I'm suggesting is to mimic that. I would ignore the bashing ability. Borrow what you need from it (ie the script) and then bootstrap whatever type of shield you want. I can try to create an example for you if you are still not sure what I mean.
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#4 |
Senior Member
Join Date: Apr 2010
Posts: 152
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Yeah, I already bootstrapped the heavy shield in the gizmo section.
The problem is, since it's the Bashing ability, this would send it over to the Weapons tab as well. When I put the code into the Eval Scripts on the shield itself, it shows up in the Weapons tab, but it's not upsizing the shield nor adding the enhancement bonus to it. Ideas? Matt Droz Community material (Forgotten Realms & Non-SRD/Retro) |
#5 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Yea, I'm seeing what you mean now. I was attempting to address the problem of getting errors as in your screen shot and overlooked the lack of damage upgrade. Working on it now, will update if I get anything.
damageup: Code:
~increase the weapon's damage 2 steps perform hero.childfound[wShHvSteel].assign[Helper.DamageUp] perform hero.childfound[wShHvSteel].assign[Helper.DamageUp] Last edited by Sendric; June 28th, 2012 at 07:19 AM. |
#6 |
Senior Member
Join Date: Apr 2010
Posts: 152
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Quote:
Code:
~the weapon stats have a +1 enhancement bonus #enhancementbonus[hero.childfound[wShHvSteel],1] Matt Droz Community material (Forgotten Realms & Non-SRD/Retro) |
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#7 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Excellent. I found another way, but your way is much better.
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#8 |
Senior Member
Join Date: Apr 2010
Posts: 152
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Heh... I was running into a timing error regarding the Gizmo pick and the Eval script, and then the following occurred to me:
Instead of trying to modify the Heavy Shield Bash statistics, I took the Gizmo out, created it identically to a Heavy Shield's base stats and then created a new Magic Weapon (that can't be chosen) with identical stats to the Heavy Shield's weapon stats, but just bumped up the damage two sizes and added an enhancement bonus. Bootstrapped that to the Magic Armor and voilà!, all done without any Gizmos or Eval scripts. Sometimes, it's the simpler yet longer path that yields the better rewards. Matt Droz Community material (Forgotten Realms & Non-SRD/Retro) |
#9 |
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