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Adding ammo to weapons

Dwayne

Well-known member
How do I add ammo to ranged weapons? I would like to add bolts +1 to crossbows for example. I don't see any way to show what type of ammo a ranged weapon uses. You can have a crossbow with magic ammo but there is no way to have the crossbow use the magic ammo. Am I missing something?
 
Ammunition is a tracked resource on the In Play tab. You can buy it in the magic weapons section of the weapons tab, and add the +1 bonus there as a custom magic item just like any other item. Ammo is near the bottom of the weapons list though. So you've gotta scroll down a bit, just like if you were adding normal ammo. If you are purchasing the ammo, make sure you hit the set price button before adding the ammo.
 
Sorry. I looked and the ammo is listed in the in play tab but I want to add it to a crossbow. I just don't see any way to add it. It is calculated for regular ammo. There is no adjustment for other types of ammo. You can't choose anything.
 
HeroLab doesn't combine the ammunition stats with the weapon stats, as far as I know. You can use an adjustment, perhaps, to do so.
 
Thanks. I find it strange that HL doesn't allow this. Similiar programs allowed for it in the past.
 
I just created a custom container on the Gear tab, which weighs zero and cost zero, labeled as "Loaded in Crossbow", and assign the ammo to that container.
 
I just created a custom container on the Gear tab, which weighs zero and cost zero, labeled as "Loaded in Crossbow", and assign the ammo to that container.

Unfortunately that doesn't alter the combat stats of the crossbow, which is what I think Dwayne was wanting, and which I can agree with him, Hero Lab SHOULD be capable of this, considering its purpose and use.
 
Herolab has no way to know if the first arrow you fire in a round is a magical arrow, but the other 2 arrows you fire that round are not. It is easier for the user to simply remember to add +X to the die roll than it is for them to click on the In-Play tab, click on the magical arrow to turn it on, then first that arrow, then un-click the magical arrow to turn it off, then on to the next action.

Now I am sure that some of you will say that you ONLY use magical arrows, but in games where those things are tracked, they do not last that long, so you have to be more careful with your shot.
 
Sorry. I looked and the ammo is listed in the in play tab but I want to add it to a crossbow. I just don't see any way to add it. It is calculated for regular ammo. There is no adjustment for other types of ammo. You can't choose anything.

It's never been factored in, the reasoning being that ammo could be used by any weapon in your possession. Heavy crossbows use the same ammo as light crossbows. As far as I know, there is no gizmo to add ammo to weapons like there is in Shadowrun.
 
This would be especially helpful for gunslingers with rapid reload using alchemical cartridges so they can gain free action reloads. (I think I got that right). With this feature I think HL should show the a pistol as getting all of it's attacks in a full-round attack. Yes?

Currently it shows the pistol as only getting one attack per round because you can't put the ammo on the weapon.

Thanks,
Kizan
 
This would be especially helpful for gunslingers with rapid reload using alchemical cartridges so they can gain free action reloads. (I think I got that right). With this feature I think HL should show the a pistol as getting all of it's attacks in a full-round attack. Yes?

Currently it shows the pistol as only getting one attack per round because you can't put the ammo on the weapon.

Thanks,
Kizan
My adjustment addon has a new one called "Weapon Full Attack, ALL or Select" that will cause the gun or any ranged weapon selected to get their full attacks again.

So that is always an option.
 
How does Aspect of the Falcon work? When AoF is enabled on the Adjust tab, the critical range of bows is recalculated on the Weapons tab.

My idea is to make arrows as slotless magic items. When you equip one, it would actually modify the bow (bonus, range, damage, etc) in the same way that AoF does.

I tried duplicating the Aspect of the Falcon spell in the editor, but there are no eval scripts. I haven't a clue how the critical range effect works...
 
How does Aspect of the Falcon work? When AoF is enabled on the Adjust tab, the critical range of bows is recalculated on the Weapons tab.

My idea is to make arrows as slotless magic items. When you equip one, it would actually modify the bow (bonus, range, damage, etc) in the same way that AoF does.

I tried duplicating the Aspect of the Falcon spell in the editor, but there are no eval scripts. I haven't a clue how the critical range effect works...
That would be really strange as I am the one that donated that spell adjustment to HL. In matter of fact a search of the forums find the FULL XML of the spell adjustment HERE.

I don't see why LW would change that. In this case it sets a few tags to change the crit range and stuff.
 
How does Aspect of the Falcon work? When AoF is enabled on the Adjust tab, the critical range of bows is recalculated on the Weapons tab.

My idea is to make arrows as slotless magic items. When you equip one, it would actually modify the bow (bonus, range, damage, etc) in the same way that AoF does.

I tried duplicating the Aspect of the Falcon spell in the editor, but there are no eval scripts. I haven't a clue how the critical range effect works...

Keep in mind that the spell and the spell adjustment are two different things, it sounds like you copied the actual spell by accident.

The Adjustments are part of the General Group, on the Adjustment tab.
 
Thanks ShadowChemosh, that was what I needed. Here is an example eval script for an arrow. It is implemented as an equippable 'gear' item that modifies bows to have half range (like a tangleshot arrow for example):

Code:
~ If we're not enabled, get out now
doneif (field[gIsEquip].value = 0)

~ Modify all the bows 
foreach pick in hero from BaseWep where "wFtrGroup.Bows"
    ~Makes bows range halved
    eachpick.field[wRangeInc].value /= 2
nexteach

How can I change the damage dice? (A tangleshot does zero damage)

I had to make it a gear item because you can't equip an arrow as a weapon without de-equipping the bow itself. I'm guessing that magic arrows could probably be made either as gear or as slotless magic items.
 
How can I change the damage dice? (A tangleshot does zero damage)
In the middle of your "foreach loop" you can add code to delete the "wMain.?" tag that should remove the damage. As long as your before the point when it calculates it which I think is pretty late.

so add the following:
Code:
[B][COLOR="Green"]~ Delete the damage tag[/COLOR][/B]
perform eachthing.delete[wMain.?]
 
TangleShot Arrow

Here is the final code for the Tangleshot arrow:

Code:
  <thing id="A_tangle" name="Arrows, Tangleshot" description="This arrow is topped with a small bottle containing a small quantity of tanglefoot goo. Elves frequently use these arrows to slow or stop fleeing opponents or to capture animals without killing them.\n\nBenefit: You fire a tangleshot arrow as a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. The reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check).\n\nDrawback: The weight of a tangleshot arrow reduces its range increment to half normal." compset="Gear">
    <fieldval field="shortname" value="Tangleshot"/>
    <fieldval field="gCost" value="20"/>
    <fieldval field="gWeight" value=".2"/>
    <tag group="gType" tag="AlchWeapon"/>
    <tag group="Helper" tag="UsesQty"/>
    <tag group="Helper" tag="EquipAvail"/>
    <tag group="Helper" tag="EquipMag"/>
    <eval phase="PostLevel" priority="5000"><![CDATA[~ If we're not enabled, get out now
doneif (field[gIsEquip].value = 0)

~ Modify all the bows and ranged attacks
foreach pick in hero from BaseWep where "wFtrGroup.Bows"
    ~Makes bows range halved
    eachpick.field[wRangeInc].value /= 2
    ~ Delete the damage tag
    perform eachpick.delete[wMain.?]
nexteach]]></eval>
    </thing>

I've made a bunch of these, for almost every arrow type that confers an adjustment on a bow. Making them as gear also provides the side-benefit of being able to buy arrows (and thus list them on Tracked Resources) in quantities less than 20.

What is the preferred way to share them?
 
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