• 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

Integral Mod for armor

ShadowWalker

Well-known member
How do you make new Integral Mods for amour?
Trying to figure out how to make some of the new armor in Run and Gun and I'm thinking it would be quicker if some of the properties were there instead of having to duplicate existing gear.
 
Make the mod on the equipment tab. Use the "Modification Category" option to make it an armor mod.
 
How do you tell if the armor is active? I can tell if the mod is active, but being that the mods on the new armor can't be turned off they are always active, unless the armor is in active. Is this possible to do, or do I need to allow for the mod to be inactive?
 
Time to learn something about how to travel around all the things that have been added to a character: http://forums.wolflair.com/showthread.php?t=21663

The eval script is in the pick context, and you can be sure that you're in a gizmo, as long as this is a mod-only thing, and you didn't assign it an "Equipment Category" option.

So, from the mod, how are you going to travel to the parent item, which is the armor?
 
I played around with Chemical Protection to see how it works, and it turns off when the armor is deactivated. I can't seem to find anything that makes it deactivate the Chemical Protection. So I gather it's built in to the armor, but what I'm trying to do isn't deactivating when the armor is deactivated which means I'm missing something. I'm just not sure what.
 
Armor ratings have their own mechanism that's not the same as the default - mods that are armor always adds their armor bonuses to its parent armor, but then whether that parent armor applies its armor bonuses to the hero is dependent on whether the armor is equipped.

Normal Eval scripts need to check both themselves and their parent.
 
Back
Top