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Custom Magic Item not affecting Sheet?

IMoriarty

Member
Hey all!

Relatively new to HeroLab and trying to make a custom magic item for one of NPCs.

I've added +2 Stealth, and Quick to it, but the Stealth modifier isn't applied anywhere on the sheet. I've worked around it by adding the Stealth modifier on the Temporary Adjustments page, but I wondered if i were just simply doing it wrong.

Thanks!

~Ian
 
Yeah, that is a known problem. That is, that the Magic Items got messed up and are known to be an error. I will see if I can come up with a script to fix these problems until it gets fixed (or, the quick add to the next update, add just my script to it).
 
I have not yet been able to figure out how to search through gizmos and make sure that their parent item is equipped. For now, in the least, it does display the skill bonus on the printout.

However, I have fixed the attack roll bonus for magic weapons. I placed the code below into two Eval scripts in a mechanic. I have found that sometimes there are problems when you give a source to a mechanic, so I build it into an "if" statement inside the eval script as it can be turned on and off more easily.


Traits 5000
Code:
~ Fantasy Companion is being used.
if (hero.tagis[source.Fantasy] = 1) then
~ Magic Weapons have the stupid effect that if one is in use, the highest attack bonus is added to the Fighting skill -- for all weapons! This goes into effect for some reason when one or more is in use, and the highest bonus applies to the Fighting skill directly.
var fighting as number
var pickFight as number
fighting = 0
pickFight = 0
~ Find out the highest Fighting value so that it can be taken back off.

foreach pick in hero where "thingid.miMelee"
   if (eachpick.tagis[Equipped.Equipped] <> 0) then
      pickFight = eachpick.field[miAttack].value
      ~ This will find the highest value for the attack bonus.
      if (pickFight > fighting) then
         fighting = pickFight
      endif
   endif
nexteach
~ If the attack bonus is +1 or higher, remove it from Fighting to counter the error.
if (fighting > 0) then
   perform #traitroll[skFighting,-,fighting,"Counter Magic Weapon Error"]
endif

endif

Pre-Traits 5000
Code:
~ Fantasy Companion is being used.
if (hero.tagis[source.Fantasy] = 1) then
~ This script looks through the magical items to determine their effects upon a character while they are active.
var modifier as number
modifier = 0

~ Custom Melee Weapons do not add bonus to hit to a single weapon. Fix it.
foreach pick in hero where "thingid.miMelee"
   modifier = eachpick.field[miAttack].value
   eachpick.field[wpBonus].value += modifier
nexteach

~ Custom Ranged Weapons add the attack bonus only if they are equipped. Fortunately it is applied directly to the weapon and not applied to the entire Shooting skill. However, this is not helpful when using a character that is printed out. It is better to just display the bonus whether or not it is equipped. This script removes the bonus when the weapon is equipped.
foreach pick in hero where "thingid.miRanged"
      modifier = eachpick.field[miAttack].value
      eachpick.field[wpBonus].value += modifier
   ~ This next part is to avoid doubling the modifier as whether or not the weapon is equipped is irrelevant.
   if (eachpick.tagis[Equipped.Equipped] <> 0) then
      eachpick.field[wpBonus].value -= modifier
   endif
nexteach

foreach pick in hero where "thingid.miMelee"
   modifier = eachpick.field[miAttack].value
   eachpick.field[wpBonus].value += modifier
nexteach

~ End of the magic item script
endif
 
No, that is not a known problem. (At least, I don't know about it...)
I just created a magic ring that adds +2 to Stealth, and a dagger that adds +1/+2 to Fighting, and they both appear to work fine.
Two things:
1) The item needs to be equipped (this is all weapons need)
2) The modifier must be activated on the In-Play tab (for the other items. e.g. A ring can be equipped but not activated...)

What are you referring to, Seeley?
 
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Seeley, have you tried parent.tagis[Equipped.Equipped] or container.parent.tagis[Equipped.Equipped]?
I'm not sure of the context you are trying to use it on...
 
The tricky part for non-weapon magic items is the field you look at. It's called "misActive" and it's part of the Skill Modifier object. That tells you whether that checkbox on the In-Play tab is checked or not. It has to be checked (and that field have a value of 1) for the bonus to be active.
 
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I have the latest update. Maybe you have something that you have not shared yet?

When you equip a magic melee weapon it adds to Fighting as described above. Hence my fix. This is most notable on a custom magic melee weapon. Also, there is no reason to make this only show up while equipped. Whether or not it is equipped is irrelevant for whether or not it shows an attack bonus, just like it shows the bonus from Trademark Weapon.

And no, it does not have the bonus go to Stealth or whatever skill when a custom magic item or custom magic armor that grants a skill bonus add to the skill. Yes, we are talking about even when the item is equipped.
 
[snip]Also, there is no reason to make this only show up while equipped. Whether or not it is equipped is irrelevant for whether or not it shows an attack bonus, just like it shows the bonus from Trademark Weapon.

To be honest I tend to prefer things have checkboxes on the In-Play tab. For many things (including Trademark weapon, and definitely magic items) I actually like being able to have an easy way to turn on or off the bonuses from those things since they can be situational and I like that flexibility, so I'd say there can be reasons for that being relevant. That being said I can't otherwise speak to the main issue at had without doing some other testing myself but I'd have to pull out the laptop (where I have HL installed) to do it and I'm still too stuffed from Thanksgiving to be bothered with that right now. ;)
 
I am testing using the current release version, not my current development version. It's works as I've described.

It has to be in effect only while it is equipped and activated, otherwise the Tactical Console won't operate right. It needs to know the current active bonus.

I think I see your point about the printed sheet and Fighting, though, as far as the Skill goes. And no, I don't recall that being pointed out. I see it now, though. It's not the problem IMoriarty ran into, but I'll add it to my list. I'm working on the update this week, so the timing is good.

Hmmm... It looks like it (the Stealth bonus) shows up on my end. Take a look at the attached pdf. It shows the +2 on Stealth. It also shows the +1 from the Dagger affecting the Shortsword and the Unarmed Attack (which it shouldn't, really).
 

Attachments

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That is so weird that the item works for you to add to the skill when equipped and does not work for me, and apparently not for the OP, either. Are you sure that you did not fix it and forget to share the update?
 
I use the in-play tab while gaming on Roll20, and the printed sheet while playing in person.

Regarding the logic that it has to be checked as being used, it seems that we disagree. By your logic the Trademark Weapon bonus should only show up while the weapon is active. I guess I am not seeing the point, it seems irrelevant to me. Pathfinder does not do it that way, either.
 
No.
I am using the current release version for this test, NOT my development version. Verified.
We have not heard back from the OP about whether he knew about the In-Play tab checkbox.

It's the difference between what is currently active for the Tac Console to pay attention to, versus what the printed sheet displays. I don't use the Tac Console for Pathfinder so I am not familiar with it. And Pathfinder does handle it on the printed sheet, each weapon displays the stats for having that weapon equipped on the printed sheet. I am thinking that the Tac Console would need to know which one was currently active. Tac Console users, am I wrong on this?
You don't get the bonus if that's not the weapon being used.
 
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Seeley, are you sure it's not something in your code that's messing with it? If I set it up selecting nothing other than the Fantasy Companion on a new character, add Stealth, add a Custom Magic Ring with Stealth at +2 then check the box on the Equipment side to Equip the ring followed by going to the In-Play tab and checking the box to Activate it I see a +2 bonus on my Stealth. So it seems to work just as CC says.
 
Hah, the key words are "In the In-Play tab".

I had not used magical items in my online group, which is the only time that I had used that tab. I had thought that it was if the item was equipped, like the way that other things work. It turns out that it shows up in the In-Play tab whether it is checked or not.

I was thinking over my mods and trying to figure out what would affect it. I have only started using the magical items within the past few months.
 
Also, it is worth noting that it does not always show up immediately. It has to wait for a calculation to be made so that it can go through the timing again. I found that in some tests it seemed to work better if I saved the character first and then opened it again.
 
It has to be that way, because you can be wearing a ring (for example), and not have it activated. Since you are limited by most games on how many rings you can wear at once, we have to track wearing it and having it activated separately.
 
Hey All, Sorry to leave you hanging.

No, I was not aware of the In-Play checkbox needing to be activated, and have fixed that, but I did manage to replicate that the bonus doesn't appear until a calculation is made - I forced it by saving and opening the character again.

A little odd, but hey it works.

Thanks all!

~I
 
Yeah, the In-Play activation checkboxes were something to get used to when I first started using HL, but to be honest I think they are really useful in many situations. In the case of something like this where you have a magic ring, if the trappings on that ring are that you have to, say, speak the "Words of Power"(tm) to activate it then I find it really helpful to leave the box unchecked for when I haven't activated it, or it's REALLY useful for something like the Super Powers Companion when your character gets Leeched or has powers in devices that are not always available or that could get taken from them. Being able to uncheck those powers so you can revert the view back to what the character's underlying stats are without that Super Fighting (and the calculated bonus it added to Parry), or what have you, can be really helpful. At any rate that's why I mentioned earlier the usefulness of having to both equip and activate things, even if it isn't always intuitive to realize what's happening at first glance.
 
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Yeah, the In-Play activation checkboxes were something to get used to when I first started using HL, but to be honest I think they are really useful in many situations.

I've really wished I had something like it for the D&D 4e system.
 
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