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Kaleb
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Join Date: Aug 2010
Posts: 576

Old October 7th, 2015, 09:05 AM
I have created a new custom magic weapon a rapier I put the flamboyant enchantment on it and am getting the error that flamboyant requires a melee weapon one-handed and piercing all those boxes are checked.
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Togainu
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Join Date: May 2014
Posts: 292

Old October 7th, 2015, 09:25 AM
Hmm just tried creating a +1 rapier with that enchant. Seems to work fine on my end. If you could share your portfolio maybe I can see where it is coming from but a clean portfolio works fine for me at least

Would recommend making a bug report either way for it to get a reply from lonewolf.
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AndrewD2
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Old October 7th, 2015, 09:35 AM
Did you do it in the editor? If so did you remember to add the rapier in the gizmo?
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Kaleb
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Old October 9th, 2015, 09:44 AM
Here is a copy of the file
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Aaron
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Old October 9th, 2015, 11:36 AM
It doesn't seem like your attachment went through.
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Kaleb
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Join Date: Aug 2010
Posts: 576

Old October 9th, 2015, 12:16 PM
I think I got it this time. I had to make a .user file the attachment gizmo did not let me attachment with a .hl file for some reason
Attached Files
File Type: email Ghoast point.user (3.3 KB, 2 views)
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ShadowChemosh
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Old October 9th, 2015, 12:50 PM
Quote:
Originally Posted by Kaleb View Post
I think I got it this time. I had to make a .user file the attachment gizmo did not let me attachment with a .hl file for some reason
So you bootstrapped the Rapier weapon which is not correct. You don't need to setup all the same "settings" as a rapier. That is the purpose of the gizmo which is to inherit all the properties of the base weapon (ie Rapier). So remove all bootstrap and all the tags on your weapon.

Once I did the above Flamboyant gave no errors.

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5E D&D - Community Server Setup
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Kaleb
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Old October 20th, 2015, 10:41 AM
I still do not understand how the gizmo function works and how to use it.
What I want to do is have a custom weapon with its own to hit damage crit range etc but have it count as a rapier for feats and class abilities
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Mathias
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Old October 20th, 2015, 10:46 AM
By putting a weapon in the gizmo, you're telling this item "pretend to be this weapon".

Then, for any statistics where your weapon varies from that standard weapon, use the editor settings to enter values that will override the corresponding pieces of information on the weapon.
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