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Automatically add a weapon

shatterjack

Active member
Is it possible to have a class special automatically add a weapon to a character when enabled, the way all characters automatically receive an Unarmed Strike weapon?

The reason I ask is that I'm trying to implement the Armament Shield class ability from the Zweihander Sentinel archetype, which lets you shield bash with a two-handed weapon.

I tried making a copy of the Light Shield weapon and magic weapon, and updated the latter's gizmo to bootstrap the former. No dice, not even when I bootstrapped the magic weapon to the class special. I'm hoping there's some tag I can assign to the item from a script, but none of the ones I've tried so far are working.

Am I right in my suspicion that the answer is "lrn2gizmo", or is there something simpler that I'm missing?
 
I haven't entirely solved this problem yet, but the progress I've made confirms for me that gizmos are indeed the answer.

For the sake of anyone else trying to solve the same problem in the future, here's a link to Mathias' article on gizmos.
 
OK, never mind the gizmo. It was pointed out to me that I could simply bootstrap a custom weapon from the class special with the Hide.Weapon tag attached, and then remove the tag once the weapon conditions have been satisfied.
 
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