• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Granting a feat via a magic item ability

unforgivn

Well-known member
Does anyone know how one might use an item special ability to grant a feat to the hero it's equipped to (ignoring prereqs, of course)?

Thanks.
 
Boot strap it, and set a condition if the item is equipped.

OK, I have the feat bootstrapped, but I'm not sure how to format the condition. I know it will have something to do with gIsEquip, but I don't know what to do with it.

Also, without any conditions added, the feat is currently not being granted to the wielder at all.
 
Last edited:
Try the code in the familiar, did you look there?

PreLevel/5000
#skillbonus[kSpot] += 2
#skillbonus[kListen] += 2

~ Add a tag to our hero, showing we have this feat
var result as number
result = hero.assign[Hero.fAlertness]
 
OK, I have the feat bootstrapped, but I'm not sure how to format the condition. I know it will have something to do with gIsEquip, but I don't know what to do with it.
So on the bootstraps section click on the blue Condition... button and enter the following exactly:
Code:
fieldval:gIsEquip <> 0

Set the Phase: First and Priority: 500

Now when you equip the magic item the feat will get added to the character and when its not equipped it won't.

Hope that helps.
 
So on the bootstraps section click on the blue Condition... button and enter the following exactly:
Code:
fieldval:gIsEquip <> 0

Set the Phase: First and Priority: 500

Now when you equip the magic item the feat will get added to the character and when its not equipped it won't.

Hope that helps.

That didn't seem to have any effect, since the feat was never actually being added to the character even before the condition was added. Simply bootstrapping the feat to the ability didn't get it added to the hero.
 
That didn't seem to have any effect, since the feat was never actually being added to the character even before the condition was added. Simply bootstrapping the feat to the ability didn't get it added to the hero.

I don't know what you did, but taking the advice in this thread I made an item that bootstraps Alertness only if worn.

Code:
  <thing id="ioAlertnes" name="Boots of Alertness" compset="Wondrous">
    <comment>Eval (Done)</comment>
    <fieldval field="gWeight" value="1"/>
    <fieldval field="gCost" value="900"/>
    <fieldval field="hTotal" value="3"/>
    <tag group="gType" tag="Wonder" name="Wondrous Item" abbrev="Wonder"/>
    <tag group="Helper" tag="EquipAvail" name="EquipAvail" abbrev="EquipAvail"/>
    <tag group="Helper" tag="EquipMag" name="EquipMag" abbrev="EquipMag"/>
    <tag group="Hero" tag="EqpFoot" name="Foot" abbrev="Foot"/>
    <bootstrap thing="fAlertness">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:gIsEquip <> 0
]]></containerreq>
      </bootstrap>
    </thing>
 
I don't know what you did, but taking the advice in this thread I made an item that bootstraps Alertness only if worn.

Code:
  <thing id="ioAlertnes" name="Boots of Alertness" compset="Wondrous">
    <comment>Eval (Done)</comment>
    <fieldval field="gWeight" value="1"/>
    <fieldval field="gCost" value="900"/>
    <fieldval field="hTotal" value="3"/>
    <tag group="gType" tag="Wonder" name="Wondrous Item" abbrev="Wonder"/>
    <tag group="Helper" tag="EquipAvail" name="EquipAvail" abbrev="EquipAvail"/>
    <tag group="Helper" tag="EquipMag" name="EquipMag" abbrev="EquipMag"/>
    <tag group="Hero" tag="EqpFoot" name="Foot" abbrev="Foot"/>
    <bootstrap thing="fAlertness">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:gIsEquip <> 0
]]></containerreq>
      </bootstrap>
    </thing>

That might be part of the problem, and it's my fault if there was any misunderstanding involved. I wasn't creating a particular item in the editor, but rather an item power to be added to items during custom creation in the character creator.

Sorry if there was any confusion.
 
The armor and weapon powers can't currently bootstrap things.

Hey Mathias,
Is this going to be the case for the indefinite future, or is this something that may be changed in a future update? I have an OGL 3PP sourcebook I was thinking about doing as a .user file that adds in a bunch of new weapon powers, so I'm curious as to whether I should wait on this or try going about it another way.
 
This is something that will be time consuming to fix, but I do intend to add it at some point. It's needed for proper handling of things that are already there - the armor powers that add energy resistances, for example.
 
Hmm - thinking about it further, now that all energy resistances and DRs are on all characters, the item powers don't need to bootstrap those things in order to alter them. Well, I'll be able to fix some of the item powers sooner, although I'll still need to add the capability to bootstrap things from item powers.
 
Back
Top