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~ 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
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.
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.