Need help! Create a unique item?!
Hi,
I am very new to Hero Lab. I've made a few characters of my characters up, but I am struggling with the Editor to make up a few things that are unique for our games - for example Campaign Traits created by my GM. But I found a way of getting them in using adjustments. But now I am truely stuck. I need to make a unique breastplate created by the GM. Breastplate Enchanted +2 Type: Medium Max Dex: 3 Check Penalty: -3 Weight: 30lb Spell Fail: 25% Armour: 8 (6 normal +2 for enchantment) Properties: +5 Fire Damage Resistance +1 to all Saving Throws +5 to Saving Throws vs Fire. Your current weapon gains 'Flaming' effect (+1D6) You can give 'Flaming' effect to others up to your level/rounds. You take +2 damage for all cold damage against you. I can't even make a trait to add Use Magic Weapon as a class skill, I have no idea how I will ever acheive the above. The editor is very confusing/greek/orc for me. Anyone have something similar made up that I could then edit with my limited abilities? Cheers, Sue. |
Hi all,
I've been watching videos and trying my best. I have worked out this stuff: Breastplate, Enchanted +2, Medium Armor, Max Dex: 3, Check Penalty: -3, Weight: 30lb, Spell Fail: 25% I added these things just as a description for me to track myself:
How do I get these things permanently onto a suit of magical armor in the editor?
Cheers. |
1) Bootstrap resist fire special ability
2) applybonus macro (Is the +1 typed or untyped?) 3) circumstantial bonus on saves. |
Add an eval script to the armor. First employ a line to stop the script if the armor isn't equipped:
Code:
~ If we're not equipped, do nothing Code:
~ Apply resist fire 5 |
Quote:
I click on the Breastplate and immediately get the +1 to all Saves. I can hover to see the Situational +5 to Fire. Wonderful. I wish I understood this stuff, it's really hard for me. Seeing how you nailed the first three, would you please provide some advice (or something I can paste in!) for the initial ones I thought even more impossible please?
How would you tackle those three?
Thank you very much. |
1) Code not tested, tweak as necessary.
Post Level 10000 Code:
~ Add +1d6 fire damage to any weapon which is not already flaming Alternately, you could do it sort of like the Thanatotic plate (from book of the damned) does with its situational spell resistance pick. Create a simple ability which calculates its charges based on your hit dice and bootstrap it to your armor with a bootstrap condition for being equipped. 3) Not really an appropriate place to put a situational, really. The Damage pick is for damage you inflict, not damage you take. I think this would just have to be included in the summary of whatever you do for item 2 above. If you really think it needs to be called out you could even make it a separate ability shown by itself when the armor is equipped. |
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