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Angela2013
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Old November 6th, 2018, 11:25 AM
When making an Adventuring Kit in the editor how do you add say a cold iron morning star or a masterwork longsword in the auto-add section? Or a magical weapon (adding the enhancement bonus).

Some days I don't know why I bother to chew through the restraints.
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Mathias
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Old November 6th, 2018, 12:10 PM
Do you have Adventurer's Armory 2? If so, copy the Daring Bravo package, and take a look at how that does it - the instructions are pretty complex, so it's probably simplest to just look at an example
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Angela2013
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Old November 6th, 2018, 01:39 PM
Thanks, that answered a lot of questions about how to add magical, special material or custom items. Still looking on how to add masterwork to armor and weapons though.

Some days I don't know why I bother to chew through the restraints.
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Mathias
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Old November 6th, 2018, 01:55 PM
The Daring Bravo package includes a masterwork chain shirt - that's why I chose it as an example.
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Angela2013
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Old November 6th, 2018, 02:51 PM
Sorry didn't see it. Thanks for all the help.

Some days I don't know why I bother to chew through the restraints.
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Angela2013
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Old November 8th, 2018, 03:47 PM
The Daring Bravo package was a big help but still need an example on how to add a magic item (i.e. +1 dagger).

Some days I don't know why I bother to chew through the restraints.
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Mathias
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Old November 10th, 2018, 08:54 AM
This one you'll need to study the weapons to figure out. So take a look at the fields that were set in order to make a masterwork weapon.


Now, add a test of that same weapon as a normal purchase, and use the right-click menus to debug the fields on that, and compare what settings you manually change to make a weapon masterwork in the program to the settings you've set in the editor to add the same masterwork weapon as a kit.


So now, change that to a +1 weapon, and watch the fields - what changes? Can you then set the same field changes on the item in the kit, and end up with the same result?
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