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Error when bootstrapping wArmorSpk to Custom Ability

Quintain

Well-known member
I'm bootstrapping the wArmorSpk ability to a custom ability a new class/archepypes and everytime I choose the ability to add to my list of abilities in my class/archetype, I get the following error.

Any idea on how to resolve?

Code:
Attempt to access non-existent parent pick for a top-level container from script
Location: 'eval' script for Component 'BaseWep' (Eval Script '#1') near line 7
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Attempt to access non-existent parent pick for a top-level container from script
Location: 'eval' script for Component 'BaseWep' (Eval Script '#1') near line 10
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Attempt to access non-existent child pick 'gCustMagic' from script
Location: 'eval' script for Component 'BaseItemPw' (Eval Script 'Add Item Power Price') near line 16
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Attempt to access non-existent child pick 'gCustMagic' from script
Location: 'eval' script for Component 'BaseItemPw' (Eval Script 'Add Item Power Price') near line 16
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Attempt to access non-existent child pick 'gCustMagic' from script
Location: 'eval' script for Component 'BaseItemPw' (Eval Script 'Add Item Power Price') near line 17
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Attempt to access non-existent child pick 'gCustMagic' from script
Location: 'eval' script for Component 'BaseItemPw' (Eval Script 'Add Item Power Price') near line 17
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Attempt to access non-existent child pick 'gCustMagic' from script
Location: 'eval' script for Component 'BaseItemPw' (Eval Script 'Add Item Power Price') near line 34
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Attempt to access non-existent child pick 'gCustMagic' from script
Location: 'eval' script for Component 'BaseItemPw' (Eval Script 'Add Item Power Price') near line 38
- - -
Attempt to access non-existent child pick 'gCustMagic' from script
Location: 'eval' script for Component 'BaseItemPw' (Eval Script 'Add Item Power Price') near line 38
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Attempt to access non-existent child pick 'gCustMagic' from script
Location: Procedure 'iDescAdd' near line 5
 
Why are you bootstrapping them to the ability? Are you trying t0 give proficiency with them? You are getting the error, because it has to be added to armor. So the Thing (wArmorSpk) is looking to see what armor it is attached to. Since you do not have it attached to any armor, this is why you are getting these errors.
 
I'm bootstrapping it to the ability because that is what it does. It gives the character armor spikes ("as per armor spikes") without the need for actual armor.

Think quills on a porcupine.

Is there any way to do this? Disconnect the armor spikes from having actual armor? Or do I have to copy what armor spikes does in terms of attacks,etc to the custom abilityand remove the check?
 
You could bootstrap "Other Melee Natural" (wOtherMel) and change the livename to quills, or whatever you want to call it.
 
Well, that would work in my second class that focuses on natural attacks.

I've been toying with trying to make a "No Armor" armor that occupies the armor slot, but does not provide any bonuses or penalties for armor, but still acts as armor insofar as armor spikes are concerned.

The only problem with this is that the lowest armor category is light. and this isn't even that.

What is needed is a "virtual armor"..that won't impact other special abilities that require no armor to be worn.
 
Ok, as a solution to this issue, I've created base armors under the armor tab for each iteration of the astral suit ability: Astral Skin (no armor), Astral Armor: Chain Mail, Astral Armor: Breastplate, Astral Juggernaut: Half-Plate, Astral Juggernaut: Full-Plate.

What I'd like to do is consolidate the Astral Armor types and Astral Juggernaut types into one ability each. Due to the armor type being level dependent. I've tried to use #levelcount macro under the bootstrap conditions area, but it gives a syntax error.
 
Sure:


Astral Suit Types
There are three suit forms from which the aegis can
choose. Additional forms may be made available at your
GM’s discretion.
Astral Skin: When formed in this way, an astral suit
resembles a psychoactive skin. Forming an astral suit
into this form takes a swift action. The aegis gains no
armor bonus from his astral suit when worn in this
fashion, but he gains the following free customizations:
speed (2), nimble. At 2nd level, the aegis gains the
evasion customization as a free customization when
the astral suit is in astral skin form. At 12th level, the
aegis gains the improved evasion customization as a free
customization when the astral suit is in astral skin form.
An astral suit in this form does not count as any type of
armor, but does count as a psychoactive skin and follows
all the rules of a psychoactive skin.

Astral Armor: When formed into astral armor, an astral
suit resembles masterwork chainmail and is treated
as such for all mechanical purposes. Should the aegis
be wearing armor when forming his astral suit in this
fashion, the astral suit encloses the armor and the aegis
gains the benefits of only his astral suit and not that from
his armor, even if his armor would confer better benefits.
Forming an astral suit into this form takes a move action.
The aegis gains the following free customizations:
brawn, improved damage. At 2nd level, the aegis gains
the flexible suit customization as a free customization
when the astral suit is in astral armor form. At 8th level,
the astral suit resembles and is treated as a masterwork
breastplate for all mechanical purposes.
Astral Juggernaut: When formed into astral juggernaut,
an astral suit resembles masterwork half-plate and is
treated as such for all mechanical purposes. Should the
aegis be wearing armor when forming his astral suit in
this fashion, the astral suit encloses the armor and the
aegis gains the benefits of only his astral suit and not
that from his armor, even if his armor would confer
better benefits. Forming an astral suit into this form
takes a full-round action. The aegis gains the following
free customizations: fortification, hardy. At 2nd level,
the aegis gains the stalwart customization as a free
customization when the astral suit is in astral juggernaut
form. At 7th level, the astral suit resembles and is treated
as masterwork full plate for all mechanical purposes.
 
So, what I have is 1 ability, that has 3 different configurations, that each have 2 versions based on the level of the user.

I've split this all out into 5 different base armor forms *mAegASkin, mAegAArmr1 (chain mail version), mAegAArmr2 (breastplate version), mAegAArmr3 (Half-Plate), mAegAArmr4 (Full Plate)

Each of these is attached to a magical armor through a gizmo, and the customizations are bootstrapped directly as normal.

What I'd like is to make one class special that the user is able to select the configuration (astral skin, astral armor, and astral juggernaut), and in turn have the armor type auto-assigned.

It's a bit complicated, but everything is based on the level of the character. The problem is is that the Astral Skin doesn't actually occupy the armor slot per se, but the other configurations do.
 
If you want non-armor you make a new piece of armor and tell HL to NOT generate any prerequisites (check box on the Thing). Then click on the "Tags" and remove the "Light" armor tag of the armor.

The item will display in the bottom of the list by shields but it will work and not affect a class like Monk.
 
If you want non-armor you make a new piece of armor and tell HL to NOT generate any prerequisites (check box on the Thing). Then click on the "Tags" and remove the "Light" armor tag of the armor.

The item will display in the bottom of the list by shields but it will work and not affect a class like Monk.

Ok, cool. I had delete the tag, which seemed to work, but I didn't select the Don't generate prerequisites.

So I will be able to attach armor spikes to this "non" armor armor?
 
Ok, good. Now, since all of these are more or less "virtual" and due to the existance of the Form Astral Suit, is there any way to make this dependency determine whether the armors can show in the armor list? Or be conditional upon the level of the character? I can tag them with ClSpecWhen easy enough, but I can't tell if that would cause them to overlap or stack (they should only overlap).
 
Last edited:
Sorry I don't get the question. Which list? The list of armors on the "Armor" Tab that a person chooses from?

The astral armors ideally shouldn't be available to general classes, as these armors are formed by the class ability of "Form Astral Suit", which is unique to Aegis and it's archetypes. So, I'd like them not to show in the armor/magic armor list, but instead as a selection list for the class special ability and when that is chosen, the armor is then equipped under the armor tab.

So, if there is a class that doesn't have the "Form astral suit" class special ability, they won't be able to see/select these armors from the magic armor list.
 
So, if there is a class that doesn't have the "Form astral suit" class special ability, they won't be able to see/select these armors from the magic armor list.
If you want the armor to be selectable on the "Armor" tab at all then all you can do is put in a pre-req that requires that "class" ability. This way it will show as an invalid choice for anyone without that class ability.
 
Hmm.. on my Form Astral Suit class special, is there any way to leverage the "Item Selection" area and make a custom expression so that I have a dynamic pick list to chose the various options from?

It would work like this:

Astral Skin
Astral Armor: Chainmail
Astral Juggernaut: Half-Plate

If level is >= 7, Astral Juggernaut: Half-Plate becomes Astral Juggernaut Full-Plate
If level is >= 8, Astral Armor: Chainmail becomes Astral Armor: Breastplate.

Or if you know a example of this type of item that uses this area, I can possibly figure out the rest.
 
That can be done but I can't think of any good examples off the top of my head. You will need to have the custom expression actually set in a script so that it could make the decision of levels.

The other issue is I assume once selected you want that specific armor to show up? If so then you have to get into creating a bunch of new "Custom" tags that are assigned to the hero based on what is chosen. Then you would have to have a "Bootstrap Condition" on each bootstrap that then looks for a specific Custom tag on the Hero.

This would be the same way that the "Soulknife" weapons are handled actually. Well except for the modifying the Custom Expression. Thats one I can't write while being away from HL.
 
Everything has been working like a charm insofar as dependencies are concered.. howeer, once I actually equip the 'skin' or armor, I get this error:

Code:
Linkage pick 'table' not located for current context
Location: 'eval' script for Component 'BaseCustSp' (Eval Script '#1') near line 3
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Linkage pick 'table' not located for current context
Location: 'eval' script for Component 'BaseCustSp' (Eval Script '#1') near line 4
- - -
Linkage pick 'table' not located for current context
Location: 'eval' script for Component 'BaseCustSp' (Eval Script '#1') near line 7
- - -
Linkage pick 'table' not located for current context
Location: 'eval' script for Component 'BaseCustSp' (Eval Script '#1') near line 10
- - -
Linkage pick 'table' not located for current context
Location: 'eval' script for Component 'BaseCustSp' (Eval Script '#1') near line 13
- - -
Linkage pick 'table' not located for current context
Location: 'eval' script for Component 'BaseCustSp' (Eval Script '#1') near line 14
- - -
Linkage pick 'table' not located for current context
Location: 'eval' script for Component 'BaseCustSp' (Eval Script '#1') near line 15
- - -
Linkage pick 'table' not located for current context
Location: 'eval' script for Component 'BaseCustSp' (Eval Script '#1') near line 18
- - -
Linkage pick 'table' not located for current context
Location: 'eval' script for Component 'BaseCustSp' (Eval Script '#1') near line 20
- - -
Linkage pick 'table' not located for current context
Location: 'eval' script for Component 'BaseCustSp' (Eval Script '#1') near line 3
 
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