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Designing Intelligent Weapons/Items in Editor

Matt Droz

Well-known member
So I've been kicking this around for a while now, and I'm wondering if it's possible to design an Intelligent weapon (or item) in the editor so that it is the same as if you created the weapon as a customized magic weapon. I'm able to add things like Telepathic Communication, Language, Alignment, and Movement, but I get stuck on assigning the mental stats, powers and other abilities.
 
So I've been kicking this around for a while now, and I'm wondering if it's possible to design an Intelligent weapon (or item) in the editor so that it is the same as if you created the weapon as a customized magic weapon. I'm able to add things like Telepathic Communication, Language, Alignment, and Movement, but I get stuck on assigning the mental stats, powers and other abilities.

Try building one as a magic item in hero lab, then enable the debugging under the develop menu. Right click the magic item and look at the tags and fields on it. Make notes on field and tag names. You'd have to set those manually on your item.
 
For the mental stats, you can access them in a script which transitions to the gizmo. Here is an example from outside the item itself (it's from the Black Blade's "Black Blade: Arcane Pool" class ability).

hero.child[iBlackBla].gizmo.child[aINT].field[aModBonus].value

I think you may be able to modify that, yes?

As for the intelligence powers and abilities, they are no different than item powers. If you know the unique ID of the power you want, you should be able to add that to the gizmo easily, just like any other specific magic weapon with a material or item power.
 
RavenX: I've been trying to do that, but many of the fields show as Gizmo Picks or, in the case of the Attributes, aren't showing at all in the debug windows.

Aaron: Thanks, I'll try that. Some of the powers are "3rd Level Spell, 3/day" or the item's Purpose. Any ideas?
 
To see the unique IDs for any power in a table, add that power in an example weapon, and with debugging, right click on it to see/copy the ID.

Special purposes are a bit harder to learn the ID of. Add one to the weapon, then confirm everything to get back to the weapons tab. Right click on your custom weapon and choose "Show Debug Gizmo Picks" and that should give you the unique ID for every pick inside the gizmo, including the Item Purpose.
 
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