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Removing atk bonus on weapons

I trying to make a weapon called Wand. I have it made but don't know how to set the Attack bonus to stay at zero. i'm new to eval scripts and can't get it to work.
please help.
 
I'm creating a wand of magic missles that will show up with the rest of the weapons. to do this I needed to create a weapon called wand. Then I was able to create a magic weapon called magic missle. For now I have the Attack Modifier set to -6.

Weapon = Wand
Fields:
gWeight
wFixDamage 2d4+2
wAttBonus -6

Tags:
wMain 1d4_4
wProfReg simple
EquipType wood
wclass Light
wGroup cHelpDrd
cHelpMnk
cHelpWiz

Weapon,Magic = Wand of Magic Missles
total charges = 50
fields:
hTotal 50
gCost 100
wFixDamage 2d4+2
wAttBonus -6

Tags:
Helper EquipAvail
Helper EquipMag
gType Wand

Bootstraps:
Thing: Magic Missle (charge) hMagicMsl

Gizmo:
Enity Unique Id wSpecMagic
Bootstraps:
Thing: Wand(weapon) wWand
 
I'm making a wand of magic missles that shows up under weapons.
file Wand.user

<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
<thing id="wWand" name="Wand" compset="Weapon">
<fieldval field="gWeight" value="4"/>
<fieldval field="wFixDamage" value="2d4+2"/>
<fieldval field="wAttBonus" value="-6"/>
<tag group="wMain" tag="1d4_4"/>
<tag group="wProfReq" tag="Simple"/>
<tag group="EquipType" tag="Wood" name="Wood" abbrev="Wood"/>
<tag group="wClass" tag="Light" name="Light" abbrev="Light"/>
<tag group="wGroup" tag="cHelpDrd" name="Druid" abbrev="Druid"/>
<tag group="wGroup" tag="cHelpMnk" name="Monk" abbrev="Monk"/>
<tag group="wGroup" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
</thing>
</document>

file Wand of MagicMissle.user
<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
<thing id="imgcmssle" name="Wand of magic missles" description="\n\n&#149; Magic missile (1 charge)" compset="MagicWep">
<fieldval field="hTotal" value="50"/>
<fieldval field="gCost" value="100"/>
<fieldval field="wFixDamage" value="2d4+2"/>
<fieldval field="wAttBonus" value="-6"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="Helper" tag="EquipMag" name="EquipMag" abbrev="EquipMag"/>
<tag group="gType" tag="Wand" name="Wand" abbrev="Wand"/>
<bootstrap thing="hMagicMsl">
<autotag group="ChargeUse" tag="1"/>
</bootstrap>
<child entity="wSpecMagic">
<bootstrap thing="wWand"></bootstrap>
</child>
</thing>
</document>
 
You should be able to put in a eval script that does the following:
Code:
field[wAttBonus].value = 0

For phase and timing I would go with Pre-Attributes 10,000.
 
Silly question....why do you want to make this as a weapon and not just as a regular magic item like other wands?

Nigel Fogg, aka The Wayfarer

This way it shows up on the character sheet with the other weapons showing the damage amount. If I should pick up another wand of magic missles I could then have it show also with a different amout of damage. I then can keep easy track of the charges on each.
Basicly this becomes a template I can use when creating new and unusal types of wands.
For instant a toad wand. It fires out toads. The toads hit with enough force to do 1d6 damage.
 
You should be able to put in a eval script that does the following:
Code:
field[wAttBonus].value = 0

For phase and timing I would go with Pre-Attributes 10,000.

I must be doing something wrong as I can't get it to work.
how do I set up the timing?
I haven't done eval scripts before.
 
In the editor you'll see an eval script button, when you click it a new window opens where you can enter the script. At the top is a dropdown selection boxes that says phase and at the side of that is the priority field. Put the relevent data in those, don't forget to test thing afterwards though.
Hope this helps!
 
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