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A request for a new feature

Lawful_g

Well-known member
I'd like to be able to create non-magical modifications to equipment.

Specifically, there is a class called Master in my campaign that can make items that are better than masterwork, crafting weapons with non-magical enhancement bonuses from +2 to +5. Same for reducing armor check penalty and skill bonuses from skill kits.

The skill kits are easy, just make new gear entries for the +4 through +10 versions. For the other two I don't think I can do it at the moment. Currently I have made Weapon powers with the appropriate names, but if the weapon/armor does not already have a +1 enchantment it gives a validation error. This could also be used for other modifications, like a secret compartment in the hilt of your sword, or weapon capsules from Complete Adventurer etcetera.

Not sure how much coding is required. It seems simple, just use the same selection window you already use for selecting masterwork/magic and add another button under "add a special ability".

Anyway, just thought I would request it.
 
I would also like to see an "Adjuster" that allows you to add or subtrack damage from a weapon on the fly. you can add to AC, and to hit, but not damage. just a though.
 
Oh, something else that would make life easier? A single entry for "Smite" that is then modified based on what your abilities are. There are lots of smites granted from different sources (like paladin, blackguard, celestial template, domain powers etc), and I am currently adding a feat (Extra Smiting) that adds 2 to any of them that you have, which is a pain to repeat code for all of them multiple times. Might simplify things in the future.
 
It occured to me that Armor Spikes would be an example of a non-magical addition to armor, so I went looking for how they worked. I can't find them anymore though! Did they get removed from Hero Lab?
 
And my third apoology of the afternoon - these are all going to take a bit of time to research, and I have a lot to do before Gen Con (and then I'll have a week with limited internet access), so I'm going to have to hold off on these answers for a while.
 
Actually I have magic spikes in my system. When I go to add them I see magic and non magic ones. Any chance you have deleted yours?
 
Ah. You are indeed correct, I found them. When I add the magic ones though, I get an error message:

"Live state of gizmo 'gMagWeapon' is being tested before live state of parent pick 'wArmSpcMgc' is resolved
Location: 'eval' script for Component 'CustomGear' (Eval Script '#2') near line 5 "

Do you get the same chiefweasel?
 
I did receive an error when i tried to exceed the +5 constraint on a magic item. how many + are you trying to add to the armor for the magic spikes?
 
The error appeared when I made the spikes magical at all, that is +1 or any number higher.
It also appeared whether the armor the spikes were on was enchanted or mundane
 
could you send along the stats of the armor you are using, before trying to add the spikes and i"ll give it a shot as well.

The only problems that I have run into with spikes is when the magic bonus exceeds the limit of +5.
 
Ah, I see the error now. That wasn't there before the latest patch. I have attached spikes to armor in the past without a problem, so something new has cropped up. I guess the tech guys will need to check this one out. I tried to copy the error but couldnt figure a way to do it. Sorry about that.
 
Oh, something else that would make life easier? A single entry for "Smite" that is then modified based on what your abilities are. There are lots of smites granted from different sources (like paladin, blackguard, celestial template, domain powers etc), and I am currently adding a feat (Extra Smiting) that adds 2 to any of them that you have, which is a pain to repeat code for all of them multiple times. Might simplify things in the future.

I have already coded Extra smiting from the completer warrior book Lawful g heres the working code in full.

I just copied and pasted the same script line then altered the smite thing.
I do agree that it is a pain though!

Eval script Post-levels (users) timing 10000
Code:
hero.childfound[xFieSmite].field[hTotal].value += 2
    hero.childfound[xCelSmite].field[hTotal].value += 2 
hero.childfound[cPalSmite1].field[hTotal].value += 2
    hero.childfound[cBlkSmite1].field[hTotal].value += 2
Pre-reqs
Code:
if (child[Attack].field[tAtkBase].value >= 4) then
   @valid = 1
   endif

Hope this helps!!
 
Thanks Bodrin. Shouldn't there be another pre-requisite for having an ability to smite?

For what it is worth, I also did this feat, and I found a total of 9 different smite abilities. 7 of them were already in HL:

cPalSmite1
xFieSmite
cPfChvSmit
cBlkSmite1
cBlkPalSm1
cdDestSmit
xCelSmite

And two were part of classes I entered myself:
cFRaSmite
cKSwSmite1

It is the addition of more smite abilities by future classes that worries me. Every time I add a new class that does this will I have to revise the feat?
 
At this point, what you probably want to do is replace the various versions of smite, adding a new User tag like User.Smite.

Then, your feat can use a foreach test to find everything that is a class special and is a smite ability:

Code:
foreach pick in hero where "component.BaseSpecial & User.Smite"

then do everything that modifies the ability from within the foreach.

Also, on a quick script on each smite ability, forward the Smite tag to the hero:

Code:
perform hero.forward[User.Smite]

That way your feat can test for the presence of that tag on the hero, rather than searching for each version of smite:

(in an expression requirement):

Code:
hero.tagis[User.Smite] <> 0

I'm afraid it's not going to happen soon, but I'll add a tag (probably Hero.Smite) to the various smite abilities and add the same behaviors. When that happens, just replace all the User.Smite tags with Hero.Smite. and delete your replacements.
 
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