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ShadowChemosh
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Join Date: Jan 2010
Location: Chicago, IL (USA)
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Old September 23rd, 2013, 05:52 PM
I am going to go over each point quickly. Its not meant to be a in-depth scripting answer to each question. My advice is to "pick" one issue below to start learning from. At that point I would advise making a new thread with your question and what you need help with.

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I recently picked up Hero Lab, with the Pathfinder rule set, and like it a lot.
Welcome to the fun of HL and the editor. Please ignore the stuff above.

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Originally Posted by Ualaa View Post
At the moment, I don't know a whole lot about the editor but am in the process of learning it.
If you have not already please see FAQ#2 about learning the editor the resources that are available.


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Originally Posted by Ualaa View Post
i) Characters gain bonus hit points equal to their initial CON score, at character creation; this value doesn't change, if their Constitution later changes.
You can start with using the Adjustments on the Adjust tab to up your HP. You can then use the adjustment as a starting point to learn how to script the bonus yourself.

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Originally Posted by Ualaa View Post
ii) Characters gain maximum hit points, at levels one and two.
Characters already get max HP at level 1 so done. For level two the player simply types in max HP again. No scripting/changes required.

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Originally Posted by Ualaa View Post
iii) Characters roll D4s for hit points thereafter, and add a bonus based on their class hit die (D6 classes roll 1D4+2; D8 classes roll 1D4+4; D10 classes roll 1D4+6; D12 classes roll 1D4+8).
HL don't roll dice so nothing to implement here.

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Originally Posted by Ualaa View Post
iv) Every class gains a minimum of 4 + INT skill points per level.
The adjust tab is your friend here. Eventually you could make a "Mechanic" that does a foreach through the Classes and changes their skill points to a minimum value of 4. Something I would leave for a little later.

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Originally Posted by Ualaa View Post
v) At level one, the player designates any two saving throws as 'Good' and the third save is 'Poor'; once made, saving throws follow this progression irregardless of classes chosen.
No current adjustment for this but I have one coming out for my Adjustments addon that will be able to change save progressions. So you could use those for this houserule if you like.

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Originally Posted by Ualaa View Post
vi) The maximum threat range is 18-20 and the maximum critical multiplier is x4; no combination of powers/feats/abilities/etc can ever exceed these values.
This will take a bit of scripting as you will have to override some of the built in Tags that control Keen and Improved Critical. But as long as you do the work just after the skeletal stuff makes its changes you would be fine. Until then my Adjustments addon has one called "Weapon Crit Range" that is able to totally override the HL settings for a weapon crit range. You either use that or learn from the script to implement this houserule automatically.

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Originally Posted by Ualaa View Post
vii) Weapons cannot deal more than 3d8 base weapon damage, irregardless of size increases of the user or weapon, etc... (sneak attacks or a magical property add their fixed amount, to whatever damage the weapon deals).
Hmm I can't think of any current adjustment for this. This again can be scripted but its pretty complex. I would wait to try this to much later after you have learned more about HL editor. If you want some code to help with the code that runs my new Vital Strike feat would be very helpful in getting this to work.

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Originally Posted by Ualaa View Post
viii) At BAB +6 a character gains a second attack, but both receive a -2 penalty; at BAB +11 the penalty is reduced to -1 per attack; at BAB +16 the penalty is removed. Abilities like Rapid Shot, Two-Weapon Fighting or a Haste effect can add extra attacks and impose the normal penalties, if any.
This can't really be done. What you can do is either set these new values onto a weapons "livename". Its not perfect but you would get the values. So for example it would say "+1 Longsword +7/+5" as the weapons name. The best way again would be a mechanic in the background with a foreach loop running through all the weapons that are live on the character.

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Originally Posted by Ualaa View Post
ix) Add a numerical value called 'Combat Reactions', which is set to 1 (at BAB +0 or greater) and increases to 2 (at BAB +5), 3 (at BAB +10), 4 (at BAB +15), and 5 (at BAB +20). Just want the Combat Reactions number, somewhere on the character sheet.
x) Rather than a percentage chance to negate a critical hit, Fortification imposes a penalty (-2 Light, -4 Medium, and -10 Heavy) to confirm critical hits.
I would create an Ability Thing that did this calculation and bootstrap it to your mechanic so that it displays on all characters. Then have it set to "Show in Specials List?" so that it shows in HL and on a character sheet.

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Originally Posted by Ualaa View Post
xi) At each level up, any one feat that is not a prerequisite for something you possess can be exchanged for another feat that you qualify for.
Simple really. Just remove the feat from the character and add the feat you want. No scripting required here.

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Originally Posted by Ualaa View Post
xii) Magical item creation feats (except for Brew Potion, Craft Wand and Scribe Scroll) are not eligible choices; the Gun related feats are disallowed, unless the character possesses levels in the Gunslinger class; Leadership is not available.
The *PRECLUDE tab here is your friend for the craft feats and Leadership. You will make a new "Source ID" up for your house rules and then when turned on HL will hide anything you have setup on the *PRECLUDE tab. You could also just use the *HIDDEN tab and not make a new Source ID if you want.

For the gun stuff my advice for now would be go into "Configure Your Hero" window and go to the "Firearm Availability" section and set it to "No Guns". That hides the gunslinger class and feats. If a player wants to play or is allowed to play the Gunslinger then change the option to the correct Availability.

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Originally Posted by Ualaa View Post
xiii) Feats that normally apply to a single weapon (weapon focus, improved critical etc) instead apply to all weapons from one of these categories: Bludgeoning, Piercing, Slashing, Ranged, Firearms. Exotic Weapon Proficiency still only applies to a single new weapon.
This is a bit more of advance scripting but can be done with changing the core feats. You would then use a feature called "Replaces Thing ID" which allows your new feats to act in all ways to the core feat.

Basically based on the choice of a drop down from the feat you would have to script a foreach loop to find all the weapons of the chosen choice and apply the feat to them. I would advise this for later.

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Originally Posted by Ualaa View Post
xiv) Like 'Combat Reactions', add a numerical value field for both 'Hero Points' and 'Action Points' with both reseting on level up (HPs to 2 & APs to 6).
These are both already in HL. So if you want the max value of Action Points to be 6 not 5+1/2 your level you would have to make a script (most likely on your mechanic) to adjust the field[trkMax].value to be set to 6.

You could also change the script logic directly and then do a "Replace Thing ID" to have it replace the normal action point tracker.

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Originally Posted by Ualaa View Post
xv) Add a field called 'Buff Slots', and calculate how many a given character can have (1 at LV/HD 1, 2 at LV/HD 6, 3 at LV/HD 11, and 4 at LV/HD 16+).
This would be a new "Ability" Thing that you would have to create and script to show this new value. Then bootstrap it to your new Mechanic so that it appears on your new character.

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