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Magic Weapons and usrChosen

TobyFox2002

Well-known member
I'm trying to create a magic weapon that I can have a usrChosen on, I can see that the magic weapons do have usrChosen1-usrChosen4. But when I add a usrCandid1 to define a list of choices their is no place shown to choose (no dropdown). I'm wondering, where it goes, or what tag I need to add to force it to display.

Or alternatively, a way to add a weapon editor to a magic weapon in the same way custom weapons have that way things like enhancement bonus, special materials and item powers can be added.

I'd use a custom weapon but for some reason it wont let me bootstrap things to weapons unless they are a magic version.

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Also, if this is not possible, why do weapons have the usrCandid1 and usrChosen1 fields?
 
I don't think the pick template for weapons has room for a selector, the usrChosen fields probably got added because some other field in that component was necessary.

So if I am understanding you correctly, you want to make a specific weapon which you can alter the interiors of as though it were custom built? I.E. Blade of the SuperMorpher (It can be any material you want!)?

That might be possible, but it certainly wouldn't be easy. We did something similar for the Elven Chain armor, so maybe study that for starters?
 
The beaststrike club is another example to look up - that one's set to show itself on the magic items table so that its drop-down has a place to be displayed.
 
The way the elven chain is handle is perfect for what I want. I can have the primary weapon and bootstrap additional non-magical weapons to it and have their enh bonus, material and item powers be pulled straight from that.

I feel I'm on the right track by copy and pasting code from the armor to pull the correct tags and fields to force the custom armor dialog to display, unfortunately... it wont display. The crossed wrench icon on the weapon appears but if you click on it nothing happens.

Code:
 <thing id="iDLHoopakT" name="aaa hoopak test" compset="MagicWep" buytemplate="BuyGeneral" xactspecial="2" stacking="never">
    <fieldval field="gSizeCost" value="150"/>
    <fieldval field="gCost" value="5000"/>
    <tag group="Helper" tag="CustomItem" name="CustomItem" abbrev="CustomItem"/>
    <eval phase="PreLevel" priority="5000" name="Custom Item Description">gizmo.child[gCustMagic].field[gCustName].text = lowercase(field[name].text)
      call iMagWeapon</eval>
    <child entity="wSpecMagic">
      <tag group="Helper" tag="NoSelChild" name="NoSelChild" abbrev="NoSelChild"/>
      <bootstrap thing="wQtrstaff"></bootstrap>
      </child>
    </thing>



And when you first add the weapon It throws an error and the game has a hissyfit.

Code:
Attempt to access pick information or behaviors for read-only thing 'iDLHoopakT'
Location: Procedure 'xactMonBuy' near line 176

From what I can tell of the procedure it has something to do with the CustomItem tag and the item cost calculation. It must be a difference in behaivor between armor and weapons because when I copy the elven chain directly it works fine. I can even change the armor type (I have a use for that later on, it solves a problem which I ran into and just skipped because I didnt know how to fix! YAY!).
 
Last edited:
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