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Broken: Hammer of Thunderbolts?

Warklaw

Active member
Okay so... I am trying to create some USER content based off the Hammer of Thunderbolts. However I am noticing two things about the Hammer of Thunderbolts. 1. HL keeps throwing an error saying 'Returning' thrown weapon required (make perfect sense). 2. Even when the character has a Belt of Giant Strength equipped the 'eval script' seems not to be running to change the bonus or activate bane and thundering.

Anyone else see an issue with Hammer of Thunderbolts? Am I missing something? I have also tried marking the base weapon as Cat: Thrown Weapon... but it does not alleviate the issue either.

Note: I just re-installed Herolab... so nothing should really be altered beyond the new user file I am trying to create.
 
do you have the Gauntlets equipped as well?

Gauntlets are not required. My guess is the scrip code is wrong, but I honestly don't know enough about the scripting language to correct it.
 
Are you talking about your weapon or the HoT...the only eval script I see on it adds +4 STR up to a Max 30 when attuned.

The rest is just text. And I'm not getting an error.
 
I am talking about the Pathfinder: Hammer of Thunderbolts iHamThunde

In the hands of a wielder who wears a {i}belt of giant strength{/i} and knows the weapon is a {i}hammer of thunderbolts{/i} (not just the {i}+3 warhammer{/i} it appears to be), it becomes a {i}+5 Large giant-bane returning thundering warhammer{/i} with the following two properties. One, when the bearer hits with the hammer as a thrown attack, it emits a powerful clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (DC 15 Fortitude negates); the wielder is not immune to this effect. Two, the hammer’s range increment increases to 30 feet.

Code:
field[gSize].value = 1

      ~ need to check if we are wearing a belt of giant strength
      ~ if so we get the activation ability
      doneif (hero.childfound[ioBeltStr2].field[gIsEquip].value + 
      hero.childfound[ioBeltStr4].field[gIsEquip].value + 
      hero.childfound[ioBeltStr6].field[gIsEquip].value = 0)

      perform assign[User.Activation]
      field[actName].text = "+5 Large giant-bane returning thundering warhammer"
Code:
 if (field[abilActive].value <> 0) then
        field[BonEnhance].value += 2
        perform assign[wRangeInc.30]
        perform assign[wCategory.RangeThrow]

        trustme
        this.gizmo.child[iBane].field[iCustSpec].text = "giants"
        endif

Then in the gizmo there are four bootstraps:
one for Thundering for example is
Code:
fieldval:abilActive <> 0
 
Last edited:
It's supposed to show an activation on the In-play tab, but is not. Seems like something is erroneously assigning the "Hide.Activation" tag to it. If you think you've found a bug, please report it to the automated system, linked in the stickied thread at the top of the forum.
 
Help

So I filled out the bug report and I am sure the studio is managing their backlog to the right value level, but I really need to understand how to fix the Hammer of Thunderbolts sooner than later as I have a all weekend gaming marathon that people are flying into in 1 week.

Could anyone perhaps assist with reviewing the script and understanding what is wrong with it? :confused:
 
So I noticed with the latest update that a line was added to the script... but I the same issues are still occurring.
 
So I noticed with the latest update that a line was added to the script... but I the same issues are still occurring.
The tag wCategory.RangeThrow has to get onto the gizmo not the weapon.

Change script#3 to be
Code:
      if (field[abilActive].value <> 0) then
        field[BonEnhance].value += 2
        perform assign[wRangeInc.30]
        perform [b]gizmo[/b].assign[wCategory.RangeThrow]

        trustme
        this.gizmo.child[iBane].field[iCustSpec].text = "giants"
        endif

I am sorry but the "whole" activation button to say I know what this weapon is not logical. If I added Hammer of Thunderbolts to my character of COURSE I know what the weapon is. If I didn't I would have added a +3 warhammer to my character. I have never seen this click this button to say you know what this weapon is in HL before. =(
 
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So duplicated the item and made the changes to the script, but it is still showing a red title with the error Returning: Thrown Weapon Required when equipped. Though I can now get it to go away if I change the associated item type (bootstrap) to a weapon of the thrown category. It also still does not properly update when used in conjunction with a Belt of Giant Strength.

Updated Code to:
Code:
if (field[abilActive].value <> 0) then
        field[BonEnhance].value += 2
        perform assign[wRangeInc.30]
        perform gizmo.assign[wCategory.RangeThrow]

        trustme
        this.gizmo.child[iBane].field[iCustSpec].text = "giants"
        endif
 
That is because no other item description has ever said "if you know it is called X".
Right back to how did I add the weapon to "read" that description if the DM didn't tell me what the Weapon was?

The DM would simply tell you its a +3 Warhammer sized large. "ONCE" you knew what the weapon was you would add the correct weapon to your character. Having to click an option to say "I really really know what the weapon is" that I just added to my character is not logical and is actually REALLY funny!
 
So duplicated the item and made the changes to the script, but it is still showing a red title with the error Returning: Thrown Weapon Required when equipped. Though I can now get it to go away if I change the associated item type (bootstrap) to a weapon of the thrown category. It also still does not properly update when used in conjunction with a Belt of Giant Strength.

Updated Code to:
Code:
if (field[abilActive].value <> 0) then
        field[BonEnhance].value += 2
        perform assign[wRangeInc.30]
        perform gizmo.assign[wCategory.RangeThrow]

        trustme
        this.gizmo.child[iBane].field[iCustSpec].text = "giants"
        endif
Did you perform all the "steps"?

1) Add weapon.
2) Add Belt of Giant str
3) Equip Belt of Giant Str
4) Equip weapon in main or offhand.
5) Go to "In-Play" tab and "activate" the weapon to tell HL you "actually know that you have the Hammer of Thunderbolts" weapon.
6) Now you get the error message to go away and it displays the 2d6 vs giants.

I am sorry I keep finding step 5 to be the funniest thing I have seen all week! :eek: :D At the same time I can tell it was a late night coding where the person took the words a little too "literally".
 
Did you perform all the "steps"?

1) Add weapon.
2) Add Belt of Giant str
3) Equip Belt of Giant Str
4) Equip weapon in main or offhand.
5) Go to "In-Play" tab and "activate" the weapon to tell HL you "actually know that you have the Hammer of Thunderbolts" weapon.
6) Now you get the error message to go away and it displays the 2d6 vs giants.

How would anyone ever know to do that (step 5)? WOW, I never realized that box exsisted. Thanks for sorting me out.
 
You're my hero... seriously. The base Hammer of thunderbolts is still bugged however as it does need the 'gizmo.' change to keep it from glaring red at you,
 
How would anyone ever know to do that (step 5)? WOW, I never realized that box exsisted. Thanks for sorting me out.
Yeah it was not really clear to me either until I red the script logic and I knew how HL behaves that I put all the steps together. :)

Because without 'equipping' the weapon the In-Play tab option will not appear.
 
So I was playing around with the latest version of the Hammer of Thunderbolts. It is apparently fixed w.r.t. this bug, but it is still a warhammer, shouldn't there be melee options?

I have built my own that allows a player to wield it in melee (and it is impressive). The current workaround that I have is simply 2 versions: 1 that is thrown (the default), 1 that is not.

Adding the thrown quality under gizmo is what allows the returning property to be added without the red highlight. What tag should I add to include a melee option so my PC doesn't have to lug around 2 hammers?
 
So I was playing around with the latest version of the Hammer of Thunderbolts. It is apparently fixed w.r.t. this bug, but it is still a warhammer, shouldn't there be melee options?
General Hero Lab Support & Community Resources is a sticky thread at top of Forum where you request official support for issues. A bug is ANYTHING you think is not working correctly. Weather you know for a fact or are just wondering if it is wrong. Report it using the above links to get an official response from Lone Wolf. :)
 
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