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-   -   Version 7.0 of the Pathfinder files is now available (http://forums.wolflair.com/showthread.php?t=24310)

Mathias September 17th, 2012 07:35 PM

Version 7.0 of the Pathfinder files is now available
 
A new update of the Pathfinder files is now available from the automatic updates mechanism within Hero Lab.

This update adds Ultimate Equipment as a new package, available for $9.99. You can purchase this through the "Purchase Data Package" option in the License menu.

We've made a number of other improvements to the Pathfinder files in this update. For example, the weapon, armor, magic item and gear lists are now sorted by item type, so that the purchase lists in Hero Lab look more like the lists you're familiar with in the books. Those abilities (flaming, for example) that add extra damage to weapons will now display that extra damage on their weapons.

Also, those abilities that add a bonus to saving throws under certain circumstances - like the Fighter's Bravery ability, which adds a bonus to Will saves against fear, or an Elf's resistance to enchantments, are now displayed on the appropriate saving throws. Within the program, you can move your mouse over the saving throw you're about to roll and see the list of modifiers that might apply to this roll. On the printed character sheet and the statblock, these effects will be listed near the base saving throw values.

Here's the complete change list for this update, copied from the FAQ:

(If you want to look at the code examples in here, I recommend looking at the original in Hero Lab's Help menu...Pathfinder FAQ - this forum doesn't display the code well).

New Releases!
  • Content from Ultimate Equipment is now available as a new package.
Enhancements & Changes
  • Weapon powers like flaming that add additional damage to their weapons now apply these effects. The grab and heat abilities also add notes about their effects to the appropriate weapons. We are still working on making use of this new capability for other monster abilities, such as poison and energy drain - those will be added in future updates.
  • Abilities that add situational modifiers to saving throws, such as a Fighter's Bravery ability, or an Elf's Elven Immunities ability, now add those changes to the saving throws. Rest your mouse over that saving throw on the Basics tab to see a list of all the situational modifiers that might apply, so that you can decide which of them do apply. These situational modifiers are also displayed on the statblock and printouts.
  • The various gear and magic item tables (including weapons, armor, and mounts) have been re-organized so that they're now sorted by type of item, so that the lists look more like the purchase lists in the books.
  • The traits table has been re-organized by Trait Category.
  • All of the gear and magic items have had their names checked, to make sure their names match the way they're named in the books (for example, the capitalization of most of the names was changed).
  • Materials and Item Powers that affect the character, and not just the item they're placed on, are now displayed on the Special tab and included in the printed character sheet appendix.
Bug Fixes
  • The hero portrait would take up too much vertical space if certain portraits (tall and narrow ones) were used.
  • Weapon powers will now work properly on an Amulet of mighty fists (and the new Bodywrap of mighty strikes and Horseshoes of crushing blows).
Data File Authoring
  • The Armor, Magic and Weapon, Magic tabs now offer the option to choose materials and item powers that are applied to that armor or weapon.
  • Item Powers and Materials now have the option to display themselves on the Special Tab (and therefore in the printout appendix).
  • Materials that have a cost/lb can now set this using an editor option, instead of needing to script this.
  • Added an "All Saves" option: svAll - this can be assigned any type of bonus or penalties that one of the normal saving throws could get. Each of the normal saving throws will include any bonuses or penalties added to "All Saves" (including proper handling of non-stacking modifiers). For example, instead of needing three lines, the Halfling's Luck ability only needs one line of script in order to add a +1 bonus to all saves:
Code:

hero.child[svAll].field[Bonus].value += 1
    • Additional damage can now be appplied to a chosen weapon with the #extradamage[target weapon,damage text,source's name] macro. target weapon is where you tell Hero Lab what weapon you'd choose. The code you'll use here is the same as in if you wanted to use the #applybonus[] macro to apply a bonus to the same pick.damage text is the text you want to add, for example; "+1d6 fire" or " plus grab".source's name is the name of the ability that's applying the effect. You'll almost always use field[name].text for this. Here are some examples of this macro in use:
    • The Flaming weapon power
      Code:

      #extradamage[parent,"+1d6 fire",field[name].text]
      The Grab racial ability
      Code:

      #extradamage[focus," plus grab",field[name].text
      (a previous line already set the focus of this script to the chosen weapon)

    • The Heat racial ability
Code:

~find all our melee weapons that are unarmed attacks, natural attacks, or~metal weapons - each gets +1d6 fire damage
foreach pick in hero from BaseWep where "wCategory.Melee & (wCategory.Unarmed | component.BaseNatWep | EquipType.Metal)"
  #extradamage[eachpick,"+1d6 fire",field[livename].text]

  nexteach

Additional effects on a critical hit can now be applied to a chosen weapon with the #extracrit[target weapon,damage text,source's name] macro. Using this macro is the same as using the #extradamage macro, but it adds its effects to the critical hits instead of the damage.
  • Situational modifiers can be applied to saving throws using the new #situational[chosen save,bonus text,source's name] macro. chosen save is the chosen save. This will most likely be one of the following:
Code:

All Saves: hero.child[svAll]
Fortitude: hero.child[svFort]
Reflex: hero.child[svRef]
Will: hero.child[svWill]

  • bonus text is the text you want to add to that saving throw, and source's name is the name of the ability that's applying the effect. You'll almost always use field[name].text for this. Here are some examples of this macro in use:
  • An Elf's Elven Immunities ability
    Code:

    #situational[hero.child[svAll],"+2 vs. enchantments",field[name].text]
    A Fighter's Bravery ability
    Code:

    #situational[hero.child[svWill],"+" & field[abValue].value & " vs. fear",field[thingname].text]
  • (a previous line already set the value of field[abValue].value, depending on the class level)

FullMadness2012 September 17th, 2012 09:56 PM

WooHoo!!!!

Lord Magus September 18th, 2012 04:04 AM

Most excellent!

dafrca September 18th, 2012 07:39 AM

Thank You!

frumple September 18th, 2012 07:15 PM

Awesome!

Does the #situational macro work with skills as well, or is that something to be added to a future release. :)

ShadowChemosh September 18th, 2012 07:23 PM

Quote:

Originally Posted by frumple (Post 93672)
Awesome!

Does the #situational macro work with skills as well, or is that something to be added to a future release. :)

From what I can tell by playing around the answer is no. Its meant only for saves.

Aaron September 18th, 2012 09:20 PM

#situational does work for skills, in that the information will be stored on the skill. BUT we haven't yet added a display for those to pop up, as we need to go back and modify a bajillion abilities that modify skills. It's in the works folks.

ShadowChemosh September 18th, 2012 09:45 PM

Quote:

Originally Posted by Aaron (Post 93689)
#situational does work for skills, in that the information will be stored on the skill. BUT we haven't yet added a display for those to pop up, as we need to go back and modify a bajillion abilities that modify skills. It's in the works folks.

Sweet! Will have to see how this come out as it could make my "Sub-skill" system I built for my home games obsolete. To help my players out I built a good number of extra skills like "Acrobatics (Jump)" and many others and modified lots Things to correctly total to these "Sub-skills".

So interested to see this comes about sometime in the future. :)

JohnF September 18th, 2012 11:33 PM

Give those squirrels some extra peanuts!

(You should have the funds; I just added UE, the ARG & the Bestiary package)

Mathias September 19th, 2012 08:30 AM

Everywhere in the files that you could currently apply a bonus to field[Bonus].value, or use #applybonus[BonMorale has the capability to make use of situational modifiers, so it's not just skills and saves - this will eventually include AC, attacks, maneuvers, etc. (and I will set things up so that if you add #situational[hero.child[Attack],"+1 vs. Goblinoids and Orcs",field[name].text] (the Dwarf's hatred trait), and you move your mouse over the attack bonus of any of your weapons, you'll see that situational modifier, in addition to any weapon-specific attack bonuses.

As Aaron said, the slow part is finding EVERYTHING that's already in the files that needs to make use of these capabilities and writing a script to apply the modifier, so we will eventually have all of those, but not immediately.

If, in your user content, you want to start making use of #situational for things other than saving throws, your code will not generate errors - you just won't be able to see the effects of what you're coding. However, once an update comes out that implements the displays for that type of thing, your code will just start working with no other steps needed.


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