• 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 Weapon and Armor Hardness/Hit Points

Asuterks

Member
Would it be possible to add the hardness and hit points to the weapons and armor? It would be really nice to be able to see that information after adding the material and enchantment bonuses and not have to do the math! Is this something that's at least probable?
 
This was something I started adding a few years ago, the Unfinished code is still available for completing.

Here's the original forum thread
This is getting really close to being finished. I thought maybe this month but now I am a week behind so doubtful. I will make it a top priority for next months release.
 
Sorry the Necromancey skills of mine are too strong to controll!

I was wondering where this project was at, and if its available, where/how do I go about using it? I'm looking at building at least in part, a Sunder using character and this would speed up a lot of research.
 
Regarding Hardness and HP for weapons!

Okay I've dug out my old code and I am trying to complete it.

Starting with the weapons first, I'll do Armour next.

Currently I can display some values on standard Weapons both Magical and Mundane. Even if the values are incorrect it provides a base figure.

However, the values do not display on a custom magic weapon, somehow the values are not calculating, I'm presuming the iMagXXXX Gizmo is preventing the code from firing.

So how do I transition to the Custom Magic Weapon and get the name to be appended with the values?

Screenshots attached.


Code:
~ If we're not enabled, get out now
  doneif (field[pIsOn].value <> 1)

~ If nothing chosen, get out now
  doneif (field[pChosen].ischosen <> 1)

  ~ Set up some variables to use later
 Var ObjHard as Number 
  Var ObjHardB as Number
   Var ObjHardT as Number
    Var ObjHp as Number     
     Var ObjHpB as Number
      Var ObjHpT as Number
       Var ObjSize as Number
        Var ObjGroup as Number

~ If adamantine add 40 hit points and 20 hardness
If (field[pChosen].chosen.tagis[Ability.eAdamant] <> 0) Then
  field[abValue].value = 40
  field[abValue2].value = 20

Else

 If (field[pChosen].chosen.tagis[Ability.eMithral] <> 0) Then
  field[abValue].value = 30
  field[abValue2].value = 15

Endif
 Endif


~ Lets multiply our weapon bonus by 10 and 2 for each +1 enchantment
  field[abValue3].value += field[pChosen].chosen.field[BonEnhance].value * 10
  field[abValue3].value += field[pChosen].chosen.field[BonEnhance].value * 2

~ Now lets use abValues to store the value of our Hit Points
  ObjHp = field[abValue].value
   ObjHpB = field[abValue3].value
    ObjHpT = (ObjHp + ObjHpB)

~ Now lets use abValues to store the value of our Hardness
  ObjHard = field[abValue2].value 
   ObjHardB = field[abValue4].value
    ObjHardT = (ObjHard + ObjHardB + ObjGroup)
      
~ Now lets add to the Hit point and Hardness total to our name
 field[pChosen].chosen.field[livename].text &= field[livename].text & "  Hardness: " & ObjHardT & " " & " HP: " & ObjHpT & " "
 

Attachments

  • +1 Adamantine Longsword.jpg
    +1 Adamantine Longsword.jpg
    143 KB · Views: 11
  • +1 Longsword.jpg
    +1 Longsword.jpg
    147.5 KB · Views: 11
  • Adamantine Battleaxe.jpg
    Adamantine Battleaxe.jpg
    151 KB · Views: 5
  • Akitonian Blade.jpg
    Akitonian Blade.jpg
    152.1 KB · Views: 6
  • Dagger of a Thousand Bites.jpg
    Dagger of a Thousand Bites.jpg
    154.8 KB · Views: 8
Last edited:
Back
Top