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kunger00
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Join Date: Aug 2009
Posts: 65

Old November 18th, 2009, 07:59 AM
I'm running a Ptolus/Zobeck hybrid game using PFRPG rules (insanity, I know )

Anyway, in such a game, I have gear that would need to be "equipped" and as such, needs to take up equipment slots (as a magic item would).

Is there any way to do this as "gear"? Or do I need to make them as a magic item?

For example, I'm trying to enter into the editor Spring Heel Boots from one of Open Designs products. These are not magical. But I would LIKE to have them equipable so that during the game I click on them to equip them and take up the foot slot.

Keith
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Mathias
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Old November 18th, 2009, 08:06 AM
No, I'm afraid only magic items are set up to use the slot system.
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kunger00
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Join Date: Aug 2009
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Old November 18th, 2009, 08:31 AM
Ok... I need some education.

Moved the boots over to being a magical item. They are equipable and take the foot slot. All fine and dandy. So far so good.

Copying the script from boots of striding and springing I managed to get them to add a +2 to acrobatics checks.

However, I don't want them to add the bonus when equiped... I want them to add the bonus when Activated.

I've not messed with Activation in my limited experience.

Plus, the script for boots of striding/springing gives a competence bonus. Is there a circumstance bonus I could use instead?
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kunger00
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Old November 18th, 2009, 08:55 AM
To clarify (or maybe muddy?) things, what I'm asking for is an example of a script where it is (using laymans terms)

if equiped and activated then +2 circumstance bonus to acrobatics.

Thanks for your hard work!

Last edited by kunger00; November 18th, 2009 at 08:56 AM. Reason: to add in "circumstance"
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Mathias
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Old November 18th, 2009, 09:20 AM
See the checkbox in the editor labeled "Show in Activated Abilities List?" - check that. The next option is "Activation Name" - that's optional - it'll use the item's name if you don't enter anything there. Somewhat before that are the checkboxes "Available When Equipped?" and "Powers Always Available?" You want "Available When Equipped?", and not "Powers Always Available?" - that way, the item will only appear in the activations while you have it equipped, not when you're carrying it and wearing different boots.

The activation state is stored in the "abilActive" field (P.S. that applies to ALL activated things - so for future reference, looking up an activated feat like Power Attack would be a way to find an example of something that did a similar thing, that you could copy).

abilActive = 0 is inactive, abilActive = 1 is active, so;
Code:
if (field[abilActive].value <> 0) then
  ~do something
  endif
adding in the equip checks;
Code:
if (field[gIsEquip].value <> 0) then
  if (field[abilActive].value <> 0) then
    ~do something
    endif
  endif
Types of bonuses:
In the editor, select the help menu, then scroll down in the page that pops up to the "Reference Information" link, and from the index at the top of that page, select "General Modifiers". You'll find that Circumstance Modifiers are "ModCirc", and that circumstance modifiers stack (so you can just add in your bonus - you don't need to worry about dealing with stacking).

Putting it all together;
Code:
if (field[gIsEquip].value <> 0) then
  if (field[abilActive].value <> 0) then
    hero.child[skAcrobat].field[ModCirc].value += 2
    endif
  endif
And I ought to mention that the way to deal with modifiers that don't stack is explained in the modifiers section. Somewhat above that on the same page are the #applybonus[] and #applypenalty[] macros, so for example, a +2 Insight bonus to stealth is:

Code:
#applybonus[BonInsight, hero.child[skStealth], 2]
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kunger00
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Join Date: Aug 2009
Posts: 65

Old November 18th, 2009, 12:50 PM
Awesome! You guys rock! (And I'm starting to feel guilty for needing so much help!)
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