Member
Join Date: Jul 2010
Location: Minnesota
Posts: 30
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Okay so... I am trying to create some USER content based off the Hammer of Thunderbolts. However I am noticing two things about the Hammer of Thunderbolts. 1. HL keeps throwing an error saying 'Returning' thrown weapon required (make perfect sense). 2. Even when the character has a Belt of Giant Strength equipped the 'eval script' seems not to be running to change the bonus or activate bane and thundering.
Anyone else see an issue with Hammer of Thunderbolts? Am I missing something? I have also tried marking the base weapon as Cat: Thrown Weapon... but it does not alleviate the issue either. Note: I just re-installed Herolab... so nothing should really be altered beyond the new user file I am trying to create. |
#1 |
Senior Member
Join Date: Oct 2011
Location: Portland
Posts: 313
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do you have the Gauntlets equipped as well?
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#2 |
Member
Join Date: Jul 2010
Location: Minnesota
Posts: 30
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Quote:
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#3 |
Senior Member
Join Date: Oct 2011
Location: Portland
Posts: 313
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Are you talking about your weapon or the HoT...the only eval script I see on it adds +4 STR up to a Max 30 when attuned.
The rest is just text. And I'm not getting an error. |
#4 |
Member
Join Date: Jul 2010
Location: Minnesota
Posts: 30
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I am talking about the Pathfinder: Hammer of Thunderbolts iHamThunde
In the hands of a wielder who wears a {i}belt of giant strength{/i} and knows the weapon is a {i}hammer of thunderbolts{/i} (not just the {i}+3 warhammer{/i} it appears to be), it becomes a {i}+5 Large giant-bane returning thundering warhammer{/i} with the following two properties. One, when the bearer hits with the hammer as a thrown attack, it emits a powerful clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (DC 15 Fortitude negates); the wielder is not immune to this effect. Two, the hammer’s range increment increases to 30 feet. Code:
field[gSize].value = 1 ~ need to check if we are wearing a belt of giant strength ~ if so we get the activation ability doneif (hero.childfound[ioBeltStr2].field[gIsEquip].value + hero.childfound[ioBeltStr4].field[gIsEquip].value + hero.childfound[ioBeltStr6].field[gIsEquip].value = 0) perform assign[User.Activation] field[actName].text = "+5 Large giant-bane returning thundering warhammer" Code:
if (field[abilActive].value <> 0) then field[BonEnhance].value += 2 perform assign[wRangeInc.30] perform assign[wCategory.RangeThrow] trustme this.gizmo.child[iBane].field[iCustSpec].text = "giants" endif one for Thundering for example is Code:
fieldval:abilActive <> 0 Last edited by Warklaw; April 6th, 2016 at 07:47 PM. |
#5 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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It's supposed to show an activation on the In-play tab, but is not. Seems like something is erroneously assigning the "Hide.Activation" tag to it. If you think you've found a bug, please report it to the automated system, linked in the stickied thread at the top of the forum.
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#6 |
Member
Join Date: Jul 2010
Location: Minnesota
Posts: 30
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Bug Report Submitted
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#7 |
Senior Member
Join Date: Oct 2011
Location: Portland
Posts: 313
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LOL, sorry Warklaw. I was not in my right mind or the right game system!
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#8 |
Member
Join Date: Jul 2010
Location: Minnesota
Posts: 30
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So I filled out the bug report and I am sure the studio is managing their backlog to the right value level, but I really need to understand how to fix the Hammer of Thunderbolts sooner than later as I have a all weekend gaming marathon that people are flying into in 1 week.
Could anyone perhaps assist with reviewing the script and understanding what is wrong with it? |
#9 |
Member
Join Date: Jul 2010
Location: Minnesota
Posts: 30
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So I noticed with the latest update that a line was added to the script... but I the same issues are still occurring.
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#10 |
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