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Help with Creating a Custom Weapon.

Hi All,

I've had a quick search through the posts, and I've found some similar stuff, but I need some specific help here:

3.5E D&D (Forgotten Realms) has gloves specific to the monk class that are magical, and do elemental damage (eg. Gloves of the Long Death, etc).
The specific item I have in mind is called something like 'Flaming Gloves' or something; it gives a +2 to attack, and +2 fire damage on top of the existing monk damage + str modifier.

I recently bought HL, and I absolutely love it; It's brilliant as both a player and a DM!
I've already used the editor to recreate one of my favourite ECL classes from 3.5E, so I gave it a crack with the gloves. I thought I'd done it all right (used a cestus as a base item), and editor didn't give me any errors when I hit 'Test', but the gloves show up nowhere in the item lists in the program's main interface????

I know it's a pain, but I would really appreciate if someone could give me a walkthrough on 'how' to in the editor?

Thanks in advance! :)
 
So you made them as a weapon? Or a magic item?

What sort of eval scripts did you use?

Need more information! :)
 
Hey Aaron,

Yes, I started creating it as a weapon, as that's the only way I could see to create it. As I said, I started with a cestus, and modified the existing fields:

Set "fixed damage" and "attack modifier" to "2"; took away "damage dice" as it should stack with appropriate monk unarmed damage; ensured "category" and "special qualities" were set to "monk", and ticked "magical weapon only", "weapon finesse applies". I also tried "proficiency required" with "simple" and "exotic". Oh, and I took away the metal and pointy damage.

I didn't set any eval scripts because I had no idea what scripts to use: i.e. what scripts would be recognisable, and not cause some sort of conflict. I did set the following boostraps: "hBurnHands", "selDam1d6" (to see if that would assign a damage bonus), and "wfFire". Obviously, this did not work... :p

Clear as mud, maybe?? Hopefully you can help. :)
 
Last edited:
I'd create them as a wondrous item, since they don't have any damage of their own (and probably should take up the hand magic item slot), then have them add to the Unarmed Strike weapon all characters have. Use this Eval Script

Post Level 10000
Code:
      ~ Do nothing if we are not equipped.
      doneif (field[gIsEquip].value = 0)

      ~Apply a +2 enhancement bonus to attack to the unarmed strike
      #applybonus[atmBonEnh, hero.childfound[wUnarmed], 2]

      ~Apply 2 extra fire damage to the unarmed strike
      #extradamage[hero.childfound[wUnarmed], "+2 fire", field[thingname].text]
 
Just out of curiosity, would it work to start with the Custom Amulet of Mighty Fists, and change the slot to hands? That way you could use it to make whatever sort of enhancement you wanted.
 
It might, but there are portions of any customizable item which aren't accessible through the editor. Gizmos and entities. Not sure if they would need adjusting.

And the user wants just an attack bonus, and just a +1 fire bonus, neither of which is a standard item power.
 
I'd create them as a wondrous item, since they don't have any damage of their own (and probably should take up the hand magic item slot), then have them add to the Unarmed Strike weapon all characters have. Use this Eval Script

Post Level 10000
Code:
      ~ Do nothing if we are not equipped.
      doneif (field[gIsEquip].value = 0)

      ~Apply a +2 enhancement bonus to attack to the unarmed strike
      #applybonus[atmBonEnh, hero.childfound[wUnarmed], 2]

      ~Apply 2 extra fire damage to the unarmed strike
      #extradamage[hero.childfound[wUnarmed], "+2 fire", field[thingname].text]

Hi All,

Apologies for the delay in my reply; it's been a crazy several days! Thanks Aaron, the scripts you gave me worked perfectly for creating a wondrous item. The item appears in the magical item list; it stacks and shows attack and damage correctly with the unarmed damage. So that's totally awesome!
Just a couple of things I still need some help with:
  • I can't find how to specify "Usable by Monk Only" (not meaning making appear in the general item description)
  • The gloves allow the user to cast Burning Hands 2/day; I've assigned the spell to the Item, but I can't figure out how to show it in the "In-play" tab as x/2 uses per day

I'd appreciate any help. :)

Also, is there somewhere that lists all (or most) of the scripts useable/required in the editor (probably a big ask...).

Cheers!
 
For usable by monk only, I would add an eval rule which has a validif if the item is not equipped, and another validif there are any monk levels. That way the item could be added by and carried on any hero, but if they equip it then the item will throw an error if they are not a monk.

Validation 10000
Code:
validif (field[gIsEquip].value = 0)

validif (#levelcount[Monk] <> 0)

Spells do not show on the in-play tab, they show on the spells tab. It sounds like you've already discovered the "bootstraps" button in the upper right, once you have that open there are buttons for tags and fields for each bootstrapped thing. Make sure that when you bootstrap the spell, you give it the Helper.ItemSpell tag, the Usage.Day tag, and set the value of the trkMax field to 2.
 
For usable by monk only, I would add an eval rule which has a validif if the item is not equipped, and another validif there are any monk levels. That way the item could be added by and carried on any hero, but if they equip it then the item will throw an error if they are not a monk.

Validation 10000
Code:
validif (field[gIsEquip].value = 0)

validif (#levelcount[Monk] <> 0)

Spells do not show on the in-play tab, they show on the spells tab. It sounds like you've already discovered the "bootstraps" button in the upper right, once you have that open there are buttons for tags and fields for each bootstrapped thing. Make sure that when you bootstrap the spell, you give it the Helper.ItemSpell tag, the Usage.Day tag, and set the value of the trkMax field to 2.

Hi Aaron,

Thanks again for your help; I've followed the instructions you posted, and used the scripts above. However when I hit 'Test Now!' I got the following error:

Flaming Gloves Error.JPG So...er...yeah...?

Honestly, this stuff is so over my head! That being said, I had the second part re the spell set up correctly, so that's always good! :D
 
You need to put that in an Eval Rule, not an eval script, it's the button underneath eval script in the editor.

Set the phase to validation and the priority to 10000
Enter "Must be a monk" in the message and summary

then enter the code Aaron gave you in the main box.
 
You need to put that in an Eval Rule, not an eval script, it's the button underneath eval script in the editor.

Set the phase to validation and the priority to 10000
Enter "Must be a monk" in the message and summary

then enter the code Aaron gave you in the main box.


Thanks for the clarification Andrew; I reread Aaron's post, and it does indeed say that I should add this as an Eval Rule.

The gloves now work as they should. The system allows a non-Monk to carry them, but flags an error if they are equipped on that character.

Thanks guys for your help! :) I may actually understand this stuff one day! :D
 
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