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Adding magic/special weapon to a kit

frumple

Well-known member
I want to add a cold iron weapon and an alchemical silver weapon to an adventuring kit via an auto add. I assume this is going to need to be a gizmo but what ID should I use for the basic thing I want to add?
 
Add a cold iron or silver weapon as a normal purchase on a test character, and right-click on it (with enable data file debugging turned on) to look at the Ids of the things involved.
 
I am assuming Frumple means he wants to add a "custom" item. So he wants to add a Silver Longsword without making a specific unique Magic weapon. Similar to how with a gizmo you can create variety of magic items.

I think Mathias is talking about a unique magic weapon like the Assassin's Dagger that could be setup with the auto-add logic.

Just trying to get everyone on the same page. :)

My "guess" is Frumple that you will need to make a unique weapon (ie Assassin's Dagger) in the Editor and then you could set that unique id into the Auto-Add ID section.
 
I'm told that this won't be necessary, shadowchemosh. There is apparently an element called augmentgizmo which lets you pre-select some things inside the gizmo of an auto-added pick. I'm researching it further now.
 
Aaron, that sounds about right what I need. The kit I am trying to implement has a cold iron morningstar and an alchemical silver sickle as part of it.
 
Looks like it is used quite extensively in M&M, though not yet in Pathfinder. Here is an example (in the raw XML):

Code:
    <thing id="pwTest" name="Test" description="Made up of powers X, Y and Z." compset="Power">
      <autoadd thing="pwAfflict">
        <augmentgizmo>
          <autoadd thing="pxReaction" portal="pxAffectIn"/>
          <autoadd thing="pfLimited" portal="pxAffectIn">
            <assignval field="domDomain" value="text here"/>
            </autoadd>
          <augmentbootstrap thing="peAffDeg2">
            <assignval field="usrChosen1" value="conCompel" behavior="hero"/>
            </augmentbootstrap>
          </augmentgizmo>
        </autoadd>
      </thing>
 
Here is another example I just made, specific to Pathfinder:

Code:
  <thing id="gAutoTest" name="A Autoadd magic weapon" description="Silver sickle" compset="Gear" isautoaddonly="yes">
    <fieldval field="gWeight" value="34"/>
    <fieldval field="gCost" value="21"/>
    <usesource source="ACG" parent="ACGHeader" name="Advanced Class Guide"/>
    <tag group="gType" tag="AdventKits" name="Adventuring Kits" abbrev="Kit"/>
    <autoadd thing="iMagWeapon" portal="wTableMag">
      <augmentgizmo>
        <autoadd thing="wSickle" portal="wMagChoose"></autoadd>
        <autoadd thing="eAlchSilv" portal="wMagMat"></autoadd>
        </augmentgizmo>
      </autoadd>
    </thing>
 
To create that item, first add it to a test character as if you were purchasing it normally.

Then, debug that item, and look at the tags - you want to find the thingid tag and the portal tag.

Then, use the "show debug gizmo picks for XXXXX" debug option to look up how the weapon and material were added. In that list, you'll find the Id of the weapon, the Id of the material, and for each, in the "Pick Source", you'll find the Id of the table they were added to.

So, in the editor, in the Auto-adds button, first add the main item, and set its table Id. Then press the gizmo button, and add the weapon and the material to the autoadds table at the top, and use the table Ids for each of those that you got from the debug picks list.
 
Ah! Ok.

I think I got it. For the cold iron morningstar, for example I have the following:

Under Auto-Adds I have iMagWeapon and the thing with Portal Id: wTableMag
Then under iMagWeapon's gizmo I have
eColdIron w/ portal wMagMat
wMornStar w/portal wMagChoose

It works!

The only thing now is that when I add the kit the warning box lists the weapons as - Custom/Magic Weapon - instead of the weapon name. I gather it is taking that from iMagWeapon's name or thingname, but those cannot be changed with a simple field assignment.
 
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The only thing now is that when I add the warning box lists the weapons as - Custom/Magic Weapon - instead of the weapon name. I gather it is taking that from iMagWeapon's name or thingname, but those cannot be changed with a simple field assignment.

Yeah, that's a limitation in auto-adds right now - it doesn't do any processing when listing the items it will be adding when it's asking the user to confirm that they want to add those items.
 
I'm told that this won't be necessary, shadowchemosh. There is apparently an element called augmentgizmo which lets you pre-select some things inside the gizmo of an auto-added pick. I'm researching it further now.
Sweet! Thank you very much for the examples. Now if only we had some place to store "examples" that would be searchable. Something that started with a "W" I am thinking.

Like a "Wheel" or maybe a Hawaiian word maybe. Like a "wooo who"? No thats not it. What about a "Wiki"... :p ;) :D
 
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