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ploturo
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Join Date: May 2021
Posts: 84

Old May 26th, 2023, 02:10 PM
The existing magic weapon abilities are specific things which have scripts that are hard-coded to apply their effects to the weapons they are added to, and they must be added as a pick to the gizmo on that weapon (which you can't do from a script or from a separate pick/thing).

I think you would need to basically duplicate each existing magic weapon/armor ability as a separate runestone and copy the original thing's scripts to apply the same changes to the target weapon/armor instead of its parent.


When you get around to limiting the runestones based on the enhancement bonus, that should be relatively simple. You can have each runestone add tags to the weapon/armor, and then have a later evalrule which makes the runestone not valid if there are too many tags on its targeted weapon/armor.
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