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Fantasy Companion - Bracers of the Mule grants Brawny?

Porkrind

Member
I noticed that when I equip Bracers of the Mule, I get get Brawny (+1 Toughness) in addition to increased carrying capacity. I can't find that effect described in the description of the item in the Fantasy Companion. It only mentions the increased carrying capacity.

Are Bracers of the Mule supposed to be granting Brawny?
 
Looks like it was probably just bootstrapped in because Brawny, in part, does the same thing. It look like it shouldn't have bootstrapped Brawny, though, but rather just added the load limit code. Hopefully one of the Lone Wolf folk will see this and get a fix in. In the meantime you could go into the editor and create a working version if you needed it. You would just need to put an Eval Script on it at Pre-Traits/5000 that does:

Code:
herofield[acLoadMult].value = 8

If you want to do that and have any problems with it or need help just let me know and I'll see what I can do.
 
Well, I was able to create a suitable replacement. The only caveat is that the carrying capacity takes effect as soon as the bracers are added to the character. I'd like them to take effect when they're checked in the UI (i.e. worn by the character).

Here's what I have:

Code:
<thing id="miBrMulFix"
       name="Bracers of the Mule [FIXED]"
       description="Decorated with images of mules, these thick leather wristbands allow the wearer to carry to 8x his Strength."
       compset="miMscItm"
       summary="Increase carrying capacity to 8x Strength"
       replaces="miBraceMul">
    <fieldval field="grCost" value="1000"/>
    <fieldval field="gearWeight" value="1"/>
    <usesource source="Fantasy"/>
    <tag group="miType" tag="MiscItem"/>
    <eval phase="PreTraits"
          priority="5000">herofield[acLoadMult].value = 8
    </eval>
    <child entity="fcMagItemP">
        <bootstrap thing="miTpBracer"/>
    </child>
</thing>

Any tips on how I could accomplish this?
 
Oh yeah, that's probably why it was set as a Gizmo in the original. I think you might have to make that part with the acLoadMult code into something else (a Racial Ability, for example) and then under a Gizmo bootstrap that racial ability. Then again if CapedCrusader is already working on it you might not have too long to wait to get an update with an officially corrected version.
 
Maybe I'll just wait. I tried putting acLoadMult in an MI Edge, but it still took affect as soon as I added the bracers to a character.
 
You'd have to bootstrap the new Edge into a Gizmo on your Bracers. So if you open the Braces in the Editor you'll see the Gizmo button on the right and you'll see, once you click through, that the item for Bracers is bootstrapped to one of them, so then just bootstrap the Edge to a new one and that should probably do it.
 
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