Senior Member
Join Date: Feb 2017
Posts: 119
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I found the Mechanic mechAutoBo in the editor. I also found the Class Special cABPArmAtt in the editor. However, I have been unable to find the actual editor item that applies the bonus to the specified weapon.
The whole point of ABP is to provide greater diversity of equipment by removing the Big 6 by granting innate bonuses that grant the same benefits as the Big 6. Therefore, this only works if the ABP bonus properly stacks. However, currently the ABP attunement bonuses in HL don't stack with Masterwork. So I want to edit the attunement bonus (both Armor and Weapon) to make it untyped so it stacks with Masterwork/Magical properties. Where is the editor object that actually modifies the item when selected on the Bonus Progression tab? I've looked all over the Item screens in the Editor as well as all the Class screens. |
#1 |
Senior Member
Join Date: Aug 2010
Posts: 1,528
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Just going by what you've said here, there's a disconnect.
Weapon Enhancement Bonuses normally do not stack with Masterwork.. because that's also an Enhancement Bonus. So the first +1 Enhancement Bonus of magic overlaps with the +1 Enhancement Bonus of Masterwork. Quote:
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#2 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Hope that helps! |
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#3 |
Senior Member
Join Date: Feb 2017
Posts: 119
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#4 |
Senior Member
Join Date: Aug 2010
Posts: 1,528
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Is that the situation you're trying to create, or something different? If it is not working as-written, you may be better off filing a bug report. |
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#5 |
Senior Member
Join Date: Feb 2017
Posts: 119
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Quote:
My GM is saying that keen being +1 with attunement of +3 would be a total of +4 to attack. Hence stacking, not deducting. |
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#6 |
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Join Date: Mar 2013
Location: Greater London, UK
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Last edited by Farling; March 20th, 2017 at 04:48 PM. |
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#7 |
Senior Member
Join Date: Feb 2017
Posts: 119
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I misunderstood part of what my GM was saying. Essentially, the bit about bonus costs is ignored. So an item with keen or vicious alone would receive no enhancements. If it were keen and masterwork, then it should get the masterwork +1 as normal. If keen and attuned, then it should receive the full attunement bonus (ie. +3, not +3-1 for keen). If keen, attuned, and masterwork, then it should get the full attunement bonus +1 for masterwork. That is what I am trying to achieve.
His quote went something like this: Quote:
I created a mechanic that just runs a script which loops through weapons and if it has the EquipType.Masterwork, it sets BonEnhance to 0 and Bonus to += 1. I have to run this before Post-levels 10000 which is when ABPAttune runs and applies the enhancement bonus. However, if the item is NOT attuned, but is masterwork another script runs at Final Phase/5000 which sets atmBonEnh and atrBonEnh to 1. In Selection History it shows on that line: "Weapon Applies mwk bonus to attack". If the item is attuned that line just says Post-attributes/21000 Specific weapon or Weapon Chooser inherits value from attack. So at this point I am getting a proper stacking of attunement and masterwork, but I'm also getting a bogus extra +1 on masterwork alone. |
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#8 |
Senior Member
Join Date: Feb 2017
Posts: 119
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I solved the problem. Here is my solution and my code. I ended up using a script off a mechanic, but focused on the Attunement, not on the Masterwork as was originally suggested. Essentially, started by looping through ABPAttune picks on hero where WepAttune then climbing through the usrchosen field to the weapon and reducing the BonEnhance by the value of the attunement, then increasing Bonus by the value of the attunement. This must all run before Post-Attributes 21000 when the BonXXXXX fields get inherited onto atmBonXXX and atrBonXXX, but after Post-Levels 10000 when ABPAttune applies the value to BonEnhance.
I already had a mechanic thing that replaced mechAutoBo thingid (that prevents ABP bonuses from being granted to companions), so I added a an eval script to that at Post-levels 11000 (shortly after ABPAttune sets BonEnhance on the attuned weapon). Code:
~ Valdacil: Find ABPAttune for weapons and change bonus to untyped foreach pick in Hero from ABPAttune where "Helper.WepAttune" eachpick.field[usrChosen1].chosen.field[BonEnhance].value = maximum(0,eachpick.field[usrChosen1].chosen.field[BonEnhance].value - eachpick.field[abUserVal].value) eachpick.field[usrChosen1].chosen.field[Bonus].value += eachpick.field[abUserVal].value nexteach |
#9 |
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