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Redjack
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Join Date: Feb 2013
Posts: 74

Old December 28th, 2017, 05:02 PM
Over the Christmas break I've dug into the editor and made a fair bit of headway in a number of areas. I have one that I'm scratching my head on:

I have a Warhammer +1, attunement optional. Null sheen.

I want to have it so that if a Goliath attunes it, it becomes a +2 warhammer instead. How would I make that work?

RW Projects: Shadowrun, Earthdawn, 3x D&D5
Games: D&D5, SR5, Baker Street, Numenera, Alternity, Dresden Files, Earthdawn
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dungeonguru
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Join Date: May 2016
Location: Louisville, KY
Posts: 453

Old December 29th, 2017, 04:13 AM
This is a basic script to do this to a magic weapon that has the Bonus set to 1 (as a default). The script only runs if the weapon is equipped and attuned and the hero is a Goliath. (Hint: To find a given race tag, you need to go into the Develop menu -> Floating Info Windows -> Show Hero Tags. If you type IsRace in the debug window you can see what race is applied to a hero.)

Code:
~ quit if not equipped
doneif (field[gIsEquip].value = 0)
~ quit if not attuned
doneif (field[gIsAttuned].value = 0)
~ quit if not Goliath
doneif (hero.tagis[IsRace.r5CEEGolia] = 0)

~ if we got past the quit options, add +1 to the weapon bonus
field[Bonus].value += 1
Timing Wise, you can put this post-attribute/10000, which is after attributes are calculated, but before final bonuses are calculated for magic weapons (which if i remember is in final phase).

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Redjack
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Join Date: Feb 2013
Posts: 74

Old December 29th, 2017, 09:11 AM
Thanks so much! That worked perfect.

RW Projects: Shadowrun, Earthdawn, 3x D&D5
Games: D&D5, SR5, Baker Street, Numenera, Alternity, Dresden Files, Earthdawn
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