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Gizmo help

RavenX

Well-known member
Mathias,

I'm trying to figure out how to set the name of Custom items like weapons, armor, scrolls, etc. How do I access the name of weapon, armor, spell, whatever that is chosen in the form so that it changes the name from " - Custom Armor - " to the name of the armor?
 
Also, on the same topic, how do you get the form to not display for items that are not customizable?

On pathfinder I know it pops up on its own when you select Custom / Magic Armor, but doesn't pop up on anything else you add in the armor choice. How do I get Hero Lab to only have it pop up for that one instance of custom item selection? Is there more to the addbehavior="" or does it have to do with CustomItem helper tag?

Update Separate gizmo for custom items and non-custom seems to have to fixed this part. I still need help with the first question though.
 
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To transition from an item to the things inside it, use

gizmo.childfound[].

To transition from the items inside a gizmo to the parent item, use:

parent.
 
Mathias,

I'm trying to figure out the code for adjusting the livename to that of the chosen weapon. This is what I have but it's obviously not working correctly. I know I need to tell it to dig through the gizmo to reach the weapon chosen in the chooser menu but I don't know how to do that...


Code:
    <eval index="3" phase="Final" priority="100000"><![CDATA[
      if (tagis[EquipHelp.WeaponCust] <> 0) then
        if (field[livename].isempty <> 0) then
          field[livename].text = [COLOR="Blue"]gizmo.[/COLOR]tagnames[thingid.?,", "]
          endif
        if (field[iBonus].value <> 0) then
          field[livename].text &= " " & signed(field[iBonus].value)
          endif
        endif
      ]]></eval>
 
Where is that script running from?

The script is running through the BaseMagicI component.


How are you attaching the weapon - through a chooser, or through a menu?

Chooser menu.

Code:
    <portal
      id="baseweapon"
      style="chsNormal"
      width="200">
      <chooser_table
        component="WeaponBase"
        choosetemplate="arWpnThing"
        choosepicks="container"
        choosesortset="Weapon"
        showupdate="yes">
        <candidate>!Equipment.Natural & !thingid.WepHelper & !thingid.iWepCustom & !component.BaseMagicI</candidate>
        <chosen><![CDATA[
          if (@ispick = 0) then
            @text = "{text ff0000}Click to Choose Weapon"
          else
            @text = field[name].text
            endif
          ]]></chosen>
        <titlebar>
          @text = "Choose Base Weapon from the list below"
          </titlebar>
        </chooser_table>
      </portal>
 
So, sounds like you know there will be a weapon there - you just don't know which one it will be. Sounds like that calls for a foreach for a findchild.

As a reminder, post #7 here: http://forums.wolflair.com/showthread.php?t=21663 discusses the various options available for a foreach, including when a foreach is used on something with a gizmo.
 
So, sounds like you know there will be a weapon there - you just don't know which one it will be. Sounds like that calls for a foreach for a findchild.

As a reminder, post #7 here: http://forums.wolflair.com/showthread.php?t=21663 discusses the various options available for a foreach, including when a foreach is used on something with a gizmo.

Ok... I think what I need to figure out is how to forward the tags from the weapon into the gizmo that holds it.

So how do you inherit the tags of the child into the gizmo?
 
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Before you spend too much time re-creating the d20/Pathfinder method for handling magic weapons and armor, think about whether that's the correct system to use for the magic items in your game.

Personally, if I had d20/Pathfinder to do-over, I'd use something much more like Shadowrun's weapon modification/ammo system than what was used for d20/Pathfinder.
 
Before you spend too much time re-creating the d20/Pathfinder method for handling magic weapons and armor, think about whether that's the correct system to use for the magic items in your game.

Personally, if I had d20/Pathfinder to do-over, I'd use something much more like Shadowrun's weapon modification/ammo system than what was used for d20/Pathfinder.

If I were to change it at this point I'd have to scrap a good chunk of what I've already built. I do plan on adding the ammo functionality for ranged weapons because weapon ranges were based on the ammo used, but I plan on doing that later.

I'm just trying to get the data functional at this point.
 
Mathias,

What are the differences between Shadowrun's method vs. Pathfinder's for handling magic gear?

Does Shadowrun have intelligent items that need to be dealt with like Pathfinder?

I was modeling my 2e data after Pathfinder because the systems are very similar in many ways. What pathfinder calls Archetypes, 2e called Character Kits. They are exactly the same thing in terms of how they work.

Intelligent magic items in 2e work the same as they do in the Pathfinder. They have the exact same things, just less ability scores (Intelligence only). They still have normal powers, a purpose, and dedicated powers. So I modeled it in a similar way because of that similarity.
 
In Shadowrun, all weapons (except natural attacks/unarmed strike) are customizable.

If that were translated to Pathfinder, there wouldn't need to be a separate "-Custom Weapon-" item - if you want a masterwork longsword, buy a longsword, and then on its customization form, click the masterwork box. If it's intelligent, then use the intelligent item section on that form.

Remember, Pathfinder is very closely related to our very first game system - d20. That means that since then, we've come up with better ways to approach some things, but we can't go back into existing game systems to retrofit them to use the better systems without wrecking saved characters. But, if you're starting a new game system, I think it's best to use the best available approach, rather than the approach we thought of a long time ago, and wish we could replace.
 
Ok, so you're saying just go ahead and make all weapons customizable?

If I am reading you correctly, you're also saying I only need a single table to display weapons and magic weapons as well.
 
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I'm not sure about a single table for all weapons - the massive list of specific weapons in Pathfinder is not something I would want to wade through while looking for a longsword for my 1st level character to purchase. But, if you can think of an organizational scheme that separates them while still keeping them in the same table, that might work.
 
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