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Gumbytie
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Old July 30th, 2023, 11:52 AM
So I have never tried to apply these bonuses to one particular weapon when equipped.

Example, from the Fantasy Companion the "Pathblocker". It grants the wielder +2 to his Fighting and damage rolls...

So this code works sort of:
Pre-Traits/5000

Code:
if (field[grIsEquip].value <> 0) then
   perform #traitprof[skFighting,+,2,"Pathblocker"]
   perform hero.child[miSFAPathblocker].setfocus
   focus.field[wpDmgBonus].value += 2
endif
Equip the weapon and the bonuses apply. But they apply to Fighting and the damage bonus to EVERY weapon character has, including Unarmed.

So can you make a script that applies bonuses like that JUST to the equipped weapon? I guess the same would apply for an equipped item.

Once again, just additional coding that would prove more useful for someone running game within HeroLab.
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CapedCrusader
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Old July 30th, 2023, 01:05 PM
Take a look at how the Trademark Weapon Edge functions.

_
Currently In Development: Savage Pathfinder
Future Development: SWADE Super Powers Companion, SWADE Fantasy Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
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Gumbytie
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Old July 30th, 2023, 04:28 PM
A good start hint, thank you very much. I can sorta see where I am supposed to going with this but Trademark Weapon uses a Chosen field to drive it.

I need this to work on a magic weapon the character "purchases".

So I get to this:
Code:
if (field[grIsEquip].value <> 0) then
   foreach pick in hero where "component.WeaponBase"
      if (eachpick.uniqindex = field[usrChosen1].chosen.uniqindex) then
        eachpick.field[wpDmgBonus].value += 2
        perform #traitprof[skFighting,+,2,"Pathblocker"]
      endif
   nexteach
endif
This of course throws an error because nothing is "chosen". I am not grokking what I need to replace in this line to move forward.
Code:
if (eachpick.uniqindex = field[usrChosen1].chosen.uniqindex) then
So the field[usrChosen1].chosen. section is what I need to swap out I think. Nothing I have tried so far works.
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CapedCrusader
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Old July 30th, 2023, 10:32 PM
The used chooses which weapon he is carrying that it applies to.

_
Currently In Development: Savage Pathfinder
Future Development: SWADE Super Powers Companion, SWADE Fantasy Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
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Gumbytie
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Old July 31st, 2023, 06:09 AM
But this isn't a weapon the user "adds" magic ability to. This is a weapon in the existing Fantasy Companion. There are several similar weapons that have these kind of affects (effects?) but there is no code to support a player using character within HeroLab. So I have been going through trying to add code to various magic weapons/armour/items that we are using in our game minus the bunch precluded.

So I was trying to code what I could. In this case, the weapon from Fantasy Companion 2 (SWADE):

Quote:
PATHBLOCKER: Pathblocker is a long, sturdy spear that grants the wielder +2 to his Fighting and damage rolls and the First Strike Edge.
I know the code within HeroLab right now is for Fantasy Companion Deluxe so some stuff doesn't seem to work in SWADE. Like the Bootstrapping of Edges.

I know you are working on Fantasy Companion 2 for SWADE. I could hold off on too many magic items I guess.

Although the question I have would still pertain...unless in your work you are already accounting for this
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CapedCrusader
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Old August 1st, 2023, 08:26 AM
Well, they've completely changed how magic items work as far as construction. In Deluxe, you could do pretty much whatever. In SWADE, there aren't any open construction rules like that.

_
Currently In Development: Savage Pathfinder
Future Development: SWADE Super Powers Companion, SWADE Fantasy Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
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Gumbytie
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Posts: 235

Old August 1st, 2023, 08:55 AM
Hmm, okay, but this isn't for construction. Assuming I am understanding.

This is magic weapon listed in the new Fantasy Companion, just something a player can select normally.

I was just going through trying to add code to default magic items that allowed a user more options within HeroLab if they using it for play. Just like we have for many skills, Edges, etc.

I know some are just not possible to code with how HeroLab creating SW so I may be bumping up against limitations.

Maybe I should just wait and see what you complete and gets released for Fantasy Companion 2 and SWADE updates?
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CapedCrusader
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Old August 1st, 2023, 10:55 PM
Well, for pre-built items just bootstrap what you need.

_
Currently In Development: Savage Pathfinder
Future Development: SWADE Super Powers Companion, SWADE Fantasy Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
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Gumbytie
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Posts: 235

Old August 2nd, 2023, 05:14 AM
Heh, I think we got sidetracked. My original problem was the script at top of this thread would affect ALL weapons, etc. I was trying to figure out how to limit the effects to just applying to that weapon when equipped.

Again, this is just trying to push HeroLab a bit so there is more functionality if player/GM using HeroLab while running a game.

The magic items load just fine. There is just no code to support some of the magic effects. Again, I also don't know when I am hitting the limit of what HeroLab can and cannot achieve, or I am not smart enough .

Last edited by Gumbytie; August 2nd, 2023 at 06:05 AM.
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CapedCrusader
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Old August 2nd, 2023, 08:22 AM
Don't modify Fighting Skill. Add to the items wpBonus. That will just affect the weapon.
And adding to wpDmgBonus is affecting all weapons??

_
Currently In Development: Savage Pathfinder
Future Development: SWADE Super Powers Companion, SWADE Fantasy Companion
_
Currently Running: Savage Unity Inc. (homebrew multiverse theme)
Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane
Future Setting Files: Savage Judge Dredd
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