Increasingly Magical Weapons
I am looking to create Weapons that "Level Up" when the Characters do. What I am thinking is that I need eval scripts that check the Heroes level and adds something such as:
at level 5 adds a +1 to the weapon at level 7 adds a +1 to strength in addition to the above at level 10 adds a +1 to the weapon in addition to the above at level 12 and on and on ......... Any suggestions welcome please. I would try it myself but I cant seem to find any list or examples of what I am trying to do. |
So, after digging in a bit, is there a way to do what I am wanting by bootstrapping the weapons and associating tags with it?
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If you’re not adding any actual abilities, I wouldn’t bother with bootstrapping abilities. Just use eval scripts that look for the number of class tag counts on the hero. Basically doing “If hero.tagcount[Class.?] >= 5”, give it the bonus for being level 5 or higher.
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Quote:
some levels will add a bonus to an ability score some levels will add the use of a spell some levels will add a bonus to AC some levels will add a bonus to Saving throws some levels will add an extra die of damage Keep in mind these are spread out over several different weapons for various different classes. |
Quote:
I changed Class to Classes and it works. I still need to know how to add AC bonus, Weapon bonus, etc. and all the other stuff above |
Sorry, it should be [Classes.?]
Basically everything you want it to do, with the exception of the spell, can be done by Eval Scripts. The spell would need to be bootstrapped. |
Quote:
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I am not sure what I am doing wrong with my eval script. I have it checking if it is equipped and for attunement. Then I go into my If statement to see if the character is 5th level or above. I save and Test, everything is running smooth. I go to a 12th level character, equip and attune but the weapon is not getting the +1 weapon bonus. Any thoughts?
doneif (field[gIsEquip].value = 0) doneif (field[gIsAttuned].value = 0) if (hero.tagcount[Classes.?] >= 5) then hero.child[iRIPGSDB].field[Bonus].value += 1 endif |
Eureka! This is what I needed to conditionally add a bonus to the weapon......
if (hero.tagcount[Classes.?] >= 5) then hero.child[iRIPGSDB].field[BonEnhance].value += 1 endif I am sure I can look at a Ring of Protection to see how to conditionally add AC and Save Bonuses and a Headband of Insite to add a bonus to an ability score. What I really need is help with adding Extra Damage (i.e. at level 7 add 1d4 extra damage) be it bootstrap or eval script AND Can anyone help me with adding a spell to the weapon (i.e. at level 6 cast Web 1 time after each long rest) be it bootstrap or eval script |
I'm not sure why you're calling a child object in your script. If you're running scripts on the weapon itself shouldn't it be just
Code:
field[Bonus].value += 1 |
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