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Weapons with multiple "Modes" example - Combat Cross (Castlevania LOS)

So we are about to run Carrion Crown and one of my players wants to be a Paladin in the same vein as Gabriel Belmont from LOS.

Using the editor was simple enough to duplicate and modify a spiked chain to become the chain side of the combat cross.

But what I am having a hard time with is the spiked side of the hilt. Is there a way to automatically add that hilt spike when you buy the combat cross? Like how a shield bash or gauntlet attack shows up in green when you add an armor or shields.

I have tried going into the bootstraps and just adding a bayonet, but I must be doing something wrong because when I add the Combat Cross to the character the bayonet doesn't come with it.

For those not familiar the Combat Cross looks like:

terrancematthes_artsub.jpg
 
Bayonets have some special mechanics worked into them so they can be added as an item power to custom-made crossbows - start with a simpler melee weapon - a regular dagger, perhaps.
 
I've swtiched the weapon in the bootstrap a few times and nothing seems to come with the cross when i buy it. Here is my setup.

00pAGPR.png

FSNE1vd.png
 
Progress.

I made another custom weapon for the spike, and bootstrapped it to the Combat Cross.

I then went back into the lab and added a Combat Cross to the "Other Weapons" and "Magic, Custom & Masterwork".

Here is my result.

CayWfEe.png


The spike WORKS for the "Other Weapons" one, but is not being included with the "Custom, Magic & Masterworks" one.
 
I think you found a bug, because the Madu (a weapon/armor) doesn't show up on the armor tab when you make it magical. I'd report a bug.
 
I suspect you're seeing the bootstrap when you add a "normal" version of your weapon, but not when making the Magic/Custom version? That's because when you select what weapon your magic/custom thing is, it is added to a container inside that. So is anything it bootstraps.

You need to make the combat spike portion a seperate new weapon, with the Helper.Helper tag (so it can't be bought by itself) and the Helper.Shadow tag (so it will be shown on the hero even when it is inside the custom/magic weapon container).
 
If you get the combat cross working right could you attach it to a post. It would help with a project I am working on. Thank you.
 
I suspect you're seeing the bootstrap when you add a "normal" version of your weapon, but not when making the Magic/Custom version? That's because when you select what weapon your magic/custom thing is, it is added to a container inside that. So is anything it bootstraps.

You need to make the combat spike portion a seperate new weapon, with the Helper.Helper tag (so it can't be bought by itself) and the Helper.Shadow tag (so it will be shown on the hero even when it is inside the custom/magic weapon container).

Can I get some more info on how to do this? Adding the tags to the bootstraps or the item itself?
 
The bootstrap, after you add it click [Tag] button and enter Helper in the first box and Shadow in the second.

As for the other part, that is on the new item and you just click the [Tag] button in the upper right and enter Helper in both boxes.
 
Can I get some more info on how to do this? Adding the tags to the bootstraps or the item itself?

The helper weapon you are creating should have the tags I mentioned. You can add them through the blue "Tags" button in the upper right.

Note that if you want to make the spike portion have the same powers as the whip portion, you'll need an eval script which pulls info on which item powers the main weapon has and what it's enhancement bonus is. If you want the spike portion to be enchanted seperately (so that it can have different enhancement and powers) that's going to be outside the scope of the editor. While possible to do, you'd have to work in the raw XML at that point.
 
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