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Item Power Activator

Valdacil

Well-known member
How would I go about adding an activator to enable/disable effects from item powers? I would like to alter things like Vicious or Corrosive so that I can enable/disable them from the InPlay tab like you can with Combat Expertise or Power Attack.
 
Replace the base item power, and have it Shadow itself to the hero. I think you can just add the usual tags and fields to set up an activation on the power.
 
I think you would need to create new versions of them that include activation. "Extend Thing" might work for this, but I don't know for sure.

The Activation section of Magic Weapons is unclear about which weapons need activation. Some features, like Flaming, Frost, and Shock, mention "upon command" while most do not.
 
@Aaron - What do you mean by shadow itself to the hero?

I modified Vicious already because I wanted the damage to format the same as I changed Sneak Attack to and I added damage display for Precise Strike. So now they all display like this (after my modifications):

1d4+5/18-20 + 2d6 sneak attack + 2d6 vicious + 1d6 precise strike

This looks cleaner to me than some of them using 'plus' and 'and' while others use '+XdX'. Before my edits it looked like:

1d4+5/18/20 plus 2d6 sneak attack and 2d6 vicious +1d6 precise strike.

After my edits, it is much more clear to me when preparing rolls and adding up dice. I will probably edit all other item properties eventually to standardize the format as the first example above.

However, when I edited Vicious, I selected the box to "Show in Activated Abilities List", but one did not show up on the InPlay tab. So there must be something more to it.
 
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The in-play tab only shows things in the hero container, but item powers exist in the container of whatever custom/magic weapon they are added to. The Helper.Shadow tag causes whatever has it to be present in both its origin and the hero container.
 
I figured it out by taking apart the Bane property added by the Community Pack which does have an activator on the InPlay tab. The checkbox "Show On Special Tab?" adds the tag Helper.Shadow. This coupled with the "Show in Activated Abilities List?" checkbox gets the item property to show up on the InPlay tab. Then one just needs to code in how to change the display conditional on whether the ability is activated or not which is pretty easy.

Thanks for your help.
 
If you have all these done already. I would be happy to add them to the community pack so that others have a choice. I had always wanted to do more of the item powers but never had time.

you can email me if easier at my forum user id (at) yahoo (dot) com.
 
If you have all these done already. I would be happy to add them to the community pack so that others have a choice. I had always wanted to do more of the item powers but never had time.

you can email me if easier at my forum user id (at) yahoo (dot) com.

I haven't done them yet. I only did Vicious so far because my character in my current game has a Vicious Kukri, so the change was a quality of life for myself. I may work on the others at some point, but don't have a high drive until I need one. If I do get more of them made, I will let you know and share with you.
 
I haven't done them yet. I only did Vicious so far because my character in my current game has a Vicious Kukri, so the change was a quality of life for myself. I may work on the others at some point, but don't have a high drive until I need one. If I do get more of them made, I will let you know and share with you.
Well one is better than none! Its why I did the Bane one because all my players have iPads and its a very popular enchantment. :)
 
There is a file at the following share called Homebrew.ItemProperties.user. It contains just the Vicious item property for now. If I do any more, I'll add them to that file and let you know so you can grab an updated copy.

https://1drv.ms/f/s!Ag5qmDhkH4nLpulDHPbMLmaOKMYa1Q
Great Thanks!


The share also my customized Gestalt files. The following page talks about what changes I've made for house rules if you wanted to look.

https://sway.com/A5hsflI3mNOYI7Pz
If we added this logic in I would need to be able to have an option to turn it on/off for people. I am not saying its bad or anything but gamers are very opinionated bunch and what one likes another hates. :) ;)
 
Great Thanks!



If we added this logic in I would need to be able to have an option to turn it on/off for people. I am not saying its bad or anything but gamers are very opinionated bunch and what one likes another hates. :) ;)

Don't I know it. Fallout 4 mods require a lot of options. Something someone would like makes another angry.
 
While I do have the activator working as I would like, I wanted to include the weapon name in the activator on the InPlay tab, so it was clear where that activator is coming from (and with multiple properties, they would sort).

Example: Say I have a weapon with a custom name "Tempest" that has the Frost property. I would like the activator on the InPlay screen to read something like:

Tempest: Frost (+1d6 cold dmg)

I tried monkeying around with various ways to call the property's parent to get the weapon, but was unsuccessful. I'm sure I'm missing something simple, but wasn't able to find an example to lead me to a solution.
 
I ended up figuring out a way to accomplish what I wanted. I added a script on the item property thing at Render/111000 (after another script sets abSource):

Code:
      field[actName].text = field[abSource].text & ": Shock (+1d6 electricity dmg)"
      field[livename].text = field[actName].text
 
I ended up figuring out a way to accomplish what I wanted. I added a script on the item property thing at Render/111000 (after another script sets abSource):

Code:
      field[actName].text = field[abSource].text & ": Shock (+1d6 electricity dmg)"
      field[livename].text = field[actName].text

I like this! :) I hope that this could be implemented by LW or SC data files. I would suggest dropping "dmg" from the text because of HL's spacing issue in the summary columns.
 
I like this! :) I hope that this could be implemented by LW or SC data files. I would suggest dropping "dmg" from the text because of HL's spacing issue in the summary columns.

True, I suppose the "dmg" is not necessary. I've often been accused of being to verbose... here's another example. :)

Also ShadowCremosh did mention that he wanted to include more item properties in the community files, but it takes time to go through and make them all. I myself have only done the ones we've needed for our party so far. Frost, Shock, and Vicious are as far as I've made it. Now that I have it looking the way I want it, I have a template to do others however not the drive until needed. Necessity being the mother of... and all that.
 
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True, I suppose the "dmg" is not necessary. I've often been accused of being to verbose... here's another example. :)

Also ShadowCremosh did mention that he wanted to include more item properties in the community files, but it takes time to go through and make them all. I myself have only done the ones we've needed for our party so far. Frost, Shock, and Vicious are as far as I've made it. Now that I have it looking the way I want it, I have a template to do others however not the drive until needed. Necessity being the mother of... and all that.

Would it be possible to make an adjustment that allows the player to select from one of his weapons? Say one that allowed the player to specify text to REMOVE rather than ADD, and which had a 'negative logic' where checked = OFF rather than ON?

Not perfect, but perhaps better than creating something again and again for different abilities.
 
Would it be possible to make an adjustment that allows the player to select from one of his weapons? Say one that allowed the player to specify text to REMOVE rather than ADD, and which had a 'negative logic' where checked = OFF rather than ON?

Not perfect, but perhaps better than creating something again and again for different abilities.

There are now 3 components to my edits. First is to add the activator to InPlay. I prefer it there with all the other abilities (like Power Attack) as opposed to an Adjustment. Second component is alterations to the displayed text. Some abilities would look like "plus 2d6 sneak attack" and others would look like "+1d6 precise strike". The "plus" adds more words and makes it hard to read, while my OCD didn't like seeing two formats. So in order to standardize the text display, I've had to modify the scripts on the item properties. Third component now is to add the weapon name to the activator text.

Since each property has unique effects and/or text, I don't think I can apply a generic routine to programmatically make the edits en masse.
 
I'm going to have to look further into this as my PC has an undead bane flail and we are coming across a lot of undead... I haven't been able to get the +2 to hit and the +2d6 to dam to automatically get added in my hit and damage calculations. Same thing with precise strike and outflank (I can only find the regular flank which is only +2). The additional trick to this is that bane is only on my flail, not on my dagger, so simply having an in play activation of bane probably wouldn't work as I would think it would also add the bane to the dagger.

Might seem like a minor thing but I've had to create a spreadsheet to add up all my special conditions while attacking. With a potential 7 attacks per round with haste, it's no easy task to keep track of everything.
 
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