• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Adding abilities to Armor/Shield in editor

Matt Droz

Well-known member
I'm trying to bootstrap magic item properties to custom magic armor and shields in editor. I add the bootstrap, the compile runs fine, but when I add the item to a character, I get the attached (or some similar code). I've tried bootstrapping both on the item itself and in the Gizmo, but get the same results either way.

For below, I'm trying to add the "Bashing" ability to a shield.

(I was able to add the code from the Bashing ability directly to the shield, but it didn't actually "up" the damage dice nor add the enhancement bonus to the attack/damage for the shield bash.)
 

Attachments

  • HL error.gif
    HL error.gif
    86.8 KB · Views: 9
If you take a look at the custom items already made it looks like what you want to do is create a "Bashing Shield" with the script then bootstrap whatever shield type you are using in the gizmo section. I would try that method.
 
Any ideas on how to do that? I don't see any current shields that have bootstrapped abilities to use as an example. I also checked the Authoring files and it mentions using the Special Tag to assign to the bootstrapped ability, but I'm lost on where to assign it.
 
Sorry, my point wasn't that you should bootstrap the ability. Take a look at something like the Caster's Shield. In the Gizmo section, you can see that it is bootstrapping a light shield. What I'm suggesting is to mimic that. I would ignore the bashing ability. Borrow what you need from it (ie the script) and then bootstrap whatever type of shield you want. I can try to create an example for you if you are still not sure what I mean.
 
Yeah, I already bootstrapped the heavy shield in the gizmo section. ;)

The problem is, since it's the Bashing ability, this would send it over to the Weapons tab as well. When I put the code into the Eval Scripts on the shield itself, it shows up in the Weapons tab, but it's not upsizing the shield nor adding the enhancement bonus to it. Ideas?
 
Yea, I'm seeing what you mean now. I was attempting to address the problem of getting errors as in your screen shot and overlooked the lack of damage upgrade. Working on it now, will update if I get anything.

damageup:

Code:
       ~increase the weapon's damage 2 steps
        perform hero.childfound[wShHvSteel].assign[Helper.DamageUp]
        perform hero.childfound[wShHvSteel].assign[Helper.DamageUp]

This will at least upgrade the damage on the shield weapon. Haven't figured out the enhancement bonus thing yet.
 
Last edited:
Yea, I'm seeing what you mean now. I was attempting to address the problem of getting errors as in your screen shot and overlooked the lack of damage upgrade. Working on it now, will update if I get anything.

damageup:

Code:
       ~increase the weapon's damage 2 steps
        perform hero.childfound[wShHvSteel].assign[Helper.DamageUp]
        perform hero.childfound[wShHvSteel].assign[Helper.DamageUp]

This will at least upgrade the damage on the shield weapon. Haven't figured out the enhancement bonus thing yet.
Very cool. Using that, I was able to get the enhancement bonus increase:
Code:
      ~the weapon stats have a +1 enhancement bonus
      #enhancementbonus[hero.childfound[wShHvSteel],1]
 
Heh... I was running into a timing error regarding the Gizmo pick and the Eval script, and then the following occurred to me:

Instead of trying to modify the Heavy Shield Bash statistics, I took the Gizmo out, created it identically to a Heavy Shield's base stats and then created a new Magic Weapon (that can't be chosen) with identical stats to the Heavy Shield's weapon stats, but just bumped up the damage two sizes and added an enhancement bonus. Bootstrapped that to the Magic Armor and voilà!, all done without any Gizmos or Eval scripts.

Sometimes, it's the simpler yet longer path that yields the better rewards.
 
Back
Top