Okays, so first step was to search through the forums.
I found this thread, and a second one by the same author, saying to copy/pasta from "luck blade".
http://forums.wolflair.com/showthread.php?t=12367
What i am attempting:
Item enchantment which allows the user to gain +1 to all saving throws, which is available on Armor, Shields and Weapons, and the ability similar to a luck blade in that they can re-roll one saving throw per day.
so far i have this.
Armor
Doesn't work. Next tried a variant using another type of bonus i found,
Shield:
Still no luck. Went back to the first one to see if the timing had anything to do with it.
This time, it actually shows up in the enchantment box, but it still does not infer the +1 bonus to saves that i am after
Sources for coding: Cloak of Resistance +1, Luck Blade.
Any help would be appreciated, Thanks everyone
I found this thread, and a second one by the same author, saying to copy/pasta from "luck blade".
http://forums.wolflair.com/showthread.php?t=12367
What i am attempting:
Item enchantment which allows the user to gain +1 to all saving throws, which is available on Armor, Shields and Weapons, and the ability similar to a luck blade in that they can re-roll one saving throw per day.
so far i have this.
Armor
Code:
UID: ipLuckARM
Name: Lucky Markings
Description: These lucky markings cover the item, infering a +1 luck bonus to all saves, and giving you a chance to reroll one saving throw once per day.
Field ID: iPrice
~ Value: 3
Tags:
Group ID:PowerType
~ Tag ID: Armor
~ Name: Armor
Group ID: PowerReq
~ Tag ID: Armor
~ Name: Armor
Eval Script:
~ Phase: Pre Levels
~ Priority: 10000
~ Index: 1
~ Script:
~ If we're not equipped, get out
if (field[gIsEquip].value + field[wIs2nd].value = 0) then
done
endif
#applybonus[BonLuck, hero.child[svFort], 1]
#applybonus[BonLuck, hero.child[svRef], 1]
#applybonus[BonLuck, hero.child[svWill], 1]
~ Timing: None
Doesn't work. Next tried a variant using another type of bonus i found,
Shield:
Code:
UID: ipLuckARM
Name: Lucky Markings
Description: These lucky markings cover the item, infering a +1 luck bonus to all saves, and giving you a chance to reroll one saving throw once per day.
Field ID: iPrice
~ Value: 3
Tags:
Group ID:PowerType
~ Tag ID: Armor
~ Name: Armor
Group ID: PowerReq
~ Tag ID: Shield
~ Name: Shield
Eval Script:
~ Phase: Post Levels
~ Priority: 10000
~ Index: 1
~ Script:
if (field[gIsEquip].value <> 0) then
hero.child[svFort].field[svResist].value = maximum(hero.child[svFort].field[svResist].value, 1)
hero.child[svRef].field[svResist].value = maximum(hero.child[svRef].field[svResist].value, 1)
hero.child[svWill].field[svResist].value = maximum(hero.child[svWill].field[svResist].value, 1)
endif
~ Timing: None
Still no luck. Went back to the first one to see if the timing had anything to do with it.
Code:
UID: ipLuckARM
Name: Lucky Markings
Description: These lucky markings cover the item, infering a +1 luck bonus to all saves, and giving you a chance to reroll one saving throw once per day.
Field ID: iPrice
~ Value: 3
Tags:
Group ID:PowerType
~ Tag ID: Weapon
~ Name: Weapon
Group ID: PowerReq
~ Tag ID: Weapon
~ Name: Weapon
Eval Script:
~ Phase: Pre Levels
~ Priority: 10000
~ Index: 1
~ Script:
~ If we're not equipped, get out
if (field[gIsEquip].value + field[wIs2nd].value = 0) then
done
endif
#applybonus[BonLuck, hero.child[svFort], 1]
#applybonus[BonLuck, hero.child[svRef], 1]
#applybonus[BonLuck, hero.child[svWill], 1]
~ Timing: None
This time, it actually shows up in the enchantment box, but it still does not infer the +1 bonus to saves that i am after
Sources for coding: Cloak of Resistance +1, Luck Blade.
Any help would be appreciated, Thanks everyone
