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Join Date: Aug 2018
Location: Texas
Posts: 87
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I am looking to create Weapons that "Level Up" when the Characters do. What I am thinking is that I need eval scripts that check the Heroes level and adds something such as:
at level 5 adds a +1 to the weapon at level 7 adds a +1 to strength in addition to the above at level 10 adds a +1 to the weapon in addition to the above at level 12 and on and on ......... Any suggestions welcome please. I would try it myself but I cant seem to find any list or examples of what I am trying to do. |
#1 |
Member
Join Date: Aug 2018
Location: Texas
Posts: 87
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So, after digging in a bit, is there a way to do what I am wanting by bootstrapping the weapons and associating tags with it?
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#2 |
Senior Member
Join Date: Sep 2017
Posts: 600
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If you’re not adding any actual abilities, I wouldn’t bother with bootstrapping abilities. Just use eval scripts that look for the number of class tag counts on the hero. Basically doing “If hero.tagcount[Class.?] >= 5”, give it the bonus for being level 5 or higher.
Found an issue with or have a suggestion for the 5e Community Pack? Please post it here at our GitHub. Feel free to stop by the Lone Wolf Development Subreddit, for discussion of any and all LWD products and community efforts! |
#3 |
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Join Date: Aug 2018
Location: Texas
Posts: 87
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Quote:
some levels will add a bonus to an ability score some levels will add the use of a spell some levels will add a bonus to AC some levels will add a bonus to Saving throws some levels will add an extra die of damage Keep in mind these are spread out over several different weapons for various different classes. |
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#4 |
Member
Join Date: Aug 2018
Location: Texas
Posts: 87
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Quote:
I changed Class to Classes and it works. I still need to know how to add AC bonus, Weapon bonus, etc. and all the other stuff above Last edited by spannclann; November 17th, 2020 at 09:12 AM. Reason: New Info |
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#5 |
Senior Member
Join Date: Sep 2017
Posts: 600
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Sorry, it should be [Classes.?]
Basically everything you want it to do, with the exception of the spell, can be done by Eval Scripts. The spell would need to be bootstrapped. Found an issue with or have a suggestion for the 5e Community Pack? Please post it here at our GitHub. Feel free to stop by the Lone Wolf Development Subreddit, for discussion of any and all LWD products and community efforts! |
#6 |
Member
Join Date: Aug 2018
Location: Texas
Posts: 87
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Okay. I am going through various Magic items to check out their eval scripts right now. Any suggestions on what Magic Items I can check out to look at the bootstraps?
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#7 |
Member
Join Date: Aug 2018
Location: Texas
Posts: 87
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I am not sure what I am doing wrong with my eval script. I have it checking if it is equipped and for attunement. Then I go into my If statement to see if the character is 5th level or above. I save and Test, everything is running smooth. I go to a 12th level character, equip and attune but the weapon is not getting the +1 weapon bonus. Any thoughts?
doneif (field[gIsEquip].value = 0) doneif (field[gIsAttuned].value = 0) if (hero.tagcount[Classes.?] >= 5) then hero.child[iRIPGSDB].field[Bonus].value += 1 endif |
#8 |
Member
Join Date: Aug 2018
Location: Texas
Posts: 87
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Eureka! This is what I needed to conditionally add a bonus to the weapon......
if (hero.tagcount[Classes.?] >= 5) then hero.child[iRIPGSDB].field[BonEnhance].value += 1 endif I am sure I can look at a Ring of Protection to see how to conditionally add AC and Save Bonuses and a Headband of Insite to add a bonus to an ability score. What I really need is help with adding Extra Damage (i.e. at level 7 add 1d4 extra damage) be it bootstrap or eval script AND Can anyone help me with adding a spell to the weapon (i.e. at level 6 cast Web 1 time after each long rest) be it bootstrap or eval script Last edited by spannclann; November 18th, 2020 at 07:27 AM. |
#9 |
Senior Member
Join Date: May 2016
Posts: 608
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I'm not sure why you're calling a child object in your script. If you're running scripts on the weapon itself shouldn't it be just
Code:
field[Bonus].value += 1 |
#10 |
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