It seems to me that the 'gizmo' and 'bootstrap' procedures were designed to streamline adding common traits to a multitude of different items... so hopefully I'm barking up the right tree here, but after reading the HLWiki documentation on gizmos and testing various different methods and comparing a whole mess of debug tags, I'm still stumped.
Most of the 'artifact' weapons in the Weapon, Magic list seem set up so that their common item powers (holy/unholy, bane, etc) are only described in the item description field, rather than actually added to the item. Is there any way to strap on item powers that are used by the Custom Magic Weapon item to these artifact entities? If so, how is this done? About all I can do now is strap on a gizmo to make it inherit the stock weapon qualities (bastard sword, in this case).
I'd like to add an artifact to my campaign that has some standard item powers (bane, etc) as well as some abilities it confers to the wielder, which I'd like to have show up under the user's specials tab, hence the question.
Most of the 'artifact' weapons in the Weapon, Magic list seem set up so that their common item powers (holy/unholy, bane, etc) are only described in the item description field, rather than actually added to the item. Is there any way to strap on item powers that are used by the Custom Magic Weapon item to these artifact entities? If so, how is this done? About all I can do now is strap on a gizmo to make it inherit the stock weapon qualities (bastard sword, in this case).
I'd like to add an artifact to my campaign that has some standard item powers (bane, etc) as well as some abilities it confers to the wielder, which I'd like to have show up under the user's specials tab, hence the question.