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Gloves of Ant Haul

B0X315

Member
I have the item all made. Slot, gold piece value, spell effect (constant), but I don't know how to make it actually adjust someones carrying capacity when it is equipped. Could anyone give me a hand?
 
I don't think encumbrance range is an editable quality. Mathias will have to do some work on the back end before items like this or the masterwork backpack will be able to be implemented in the data files.
 
That is entirely frustrating seeing as how my character stats up as having a heavy load even though he doesn't do to the item :( thanks anyways.
 
I don't think encumbrance range is an editable quality. Mathias will have to do some work on the back end before items like this or the masterwork backpack will be able to be implemented in the data files.
This is true for the Backpack as it does a weird thing of changing Str. Ant Haul is a simple 3 times affect which can be done really easily in the Editor actually.

HERE is a thread where I asked a similar question last year for a custom race that increase their carrying capacity by 1.5 times. So just take the script Mathias did and change it to be times 3 instead of 1.5.

Just also as an FYI their is some GREAT information in the archives of these forums. I usually find 99% of my questions just by doing a search.

Hope this helps.
 
The ant haul spell is something that can currently be implemented in HL.

The +X STR for the purpose of encumbrance that the masterwork backpack requires isn't do-able, yet.

In the develop menu, make sure that the top item "Enable Data File Debugging" is enabled.

Then at the bottom of the develop menu, select "Floating Info Windows", then "Show Hero Fields". Scan through the list of fields there, and you'll find a block of fields that all start with "tEncum". You're specifically interested in tEncumLgt, tEncumMed, and tEncumHvy.

What you'd probably have had trouble figuring out is the timing. tEncumLgt, Med, and Hvy are calculated at Post-Attributes/1000, and tEncumLev (which of those categories you're in) is calculated at Post-Attributes/2000, so that's a narrow window.

So, at Post-Attributes/1950 (you want to put this at the very end of the timing window in case something else wants to add a fixed amount to the carrying capacities earlier on):

Code:
~if we're equipped
if (field[gIsEquip].value <> 0) then
  ~multiply our carrying capacities by 3
  herofield[tEncumLgt].value *= 3 
  herofield[tEncumMed].value *= 3
  herofield[tEncumHvy].value *= 3
  endif

Or in an adjustment:

Code:
~if we're active
if (field[pIsOn].value <> 0) then
  ~multiply our carrying capacities by 3
  herofield[tEncumLgt].value *= 3 
  herofield[tEncumMed].value *= 3
  herofield[tEncumHvy].value *= 3
  endif

Hmmm... Ninja-ed by a reference to my own work.
 
Last edited:
Thanks a bunch guys! Yeah, I was actually in the process of looking through old posts last night but had to get some sleep >.< Thanks again!
 
Just above where you typed in the script is a drop-down for the phase and a box to fill in for the priority.
 
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