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!
Code:
hero.child[svAll].field[Bonus].value += 1
Code:
~find all our melee weapons that are unarmed attacks, natural attacks, or~metal weapons - each gets +1d6 fire damage
Code:
All Saves: hero.child[svAll]
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WooHoo!!!!
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Most excellent!
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Thank You!
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Awesome!
Does the #situational macro work with skills as well, or is that something to be added to a future release. :) |
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#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.
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So interested to see this comes about sometime in the future. :) |
Give those squirrels some extra peanuts!
(You should have the funds; I just added UE, the ARG & the Bestiary package) |
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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