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Join Date: Nov 2009
Posts: 891

Old April 13th, 2016, 11:01 AM
That is because you cannot just make up component names and expect them to mean anything to Hero Lab. You can learn a ton if you make it so that you can right-click on an item that is added to a character (edge, skill, equipment). You can turn this on by doing the following things.

1) Left Click on Develop at the top of the screen

2) Left Click on the top item in that menu, "Enable File Debugging".

3) Right click on an item that you have added to a character. For example, you added a bow.

4) After right clicking, it will make a menu appear. You are interested in its tags so that you can have the eval script look at them. So, let's say that you want your script to look for bows, so you will click on "Show Debug Tags for Bow".

5) This brought up a window that shows the tags.

As a side note, "Show Debug Fields for...." is also very useful. In fact, these are what store the different ranges for the ranged weapons.

WeapMelee is for melee weapons, and you gain these when you click on the "Add New Hand Weapons" on the Armory tab.

WeapRange is for things that you get when you click on "Add New Ranged Weapon" on the Armory tab. This can be further defined as you mentioned in your example. If you do not want to define it further (if you want it to apply to all ranged weapons), then don't. Thrown weapons use the clarification of Weapon.Thrown.

Your original post is not clear. Is it for a specific type of weapon? If so, then do it like the thrown weapon example. You can modify it by the type of weapon, such as Weapon.Bow for bows. If it is for ANY ranged weapon, then take out the if line and the endif lines. Keep the rest.

Evil wins because good rolls poorly .... or the players are not paying enough attention to the game.
SeeleyOne is offline   #7 Reply With Quote