Senior Member
Join Date: Aug 2010
Posts: 576
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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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#1 |
Senior Member
Join Date: May 2014
Posts: 292
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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. |
#2 |
Senior Member
Join Date: Mar 2007
Location: Muskegon, MI
Posts: 2,975
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Did you do it in the editor? If so did you remember to add the rapier in the gizmo?
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#3 |
Senior Member
Join Date: Aug 2010
Posts: 576
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Here is a copy of the file
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#4 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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It doesn't seem like your attachment went through.
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#5 |
Senior Member
Join Date: Aug 2010
Posts: 576
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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
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#6 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Quote:
Once I did the above Flamboyant gave no errors. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#7 |
Senior Member
Join Date: Aug 2010
Posts: 576
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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 |
#8 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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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. |
#9 |
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