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Ixera
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Join Date: Nov 2015
Posts: 8

Old November 11th, 2015, 05:26 PM
Hi guys, I'm new to Hero Lab and the hero lab editor, but I really like it and I hope to learn more about editing the pathfinder materials in HL

I've been reading and watching videos and articles on LW and youtube but there is one thing I cannot figure out

I've created a new npc class based on the commoner class and the only thing I have left to do is give a specific weapon type to the 'simple proficiency- One' result

For example giving the specific class ONE result on the selection dropdown the class feature feat 'simple proficiency-one' as in 'dagger' or 'other simple weapon'

I seem to be missing something I just need to be able to add or modify the script on the feat (or custom feat) that gives me a specific result on one simple proficiency feat.

Simply lets say I want to add 'Simple weapon proficiency (dagger)' to a class

Thank you for answering!
Annika
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Aaron
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Old November 12th, 2015, 09:44 AM
If you want your class to grant one or more pre-determined specific weapon proficiency, then apply a WepProf.WHATEVER tag to that class (where WHATEVER is replaced by the unique ID for the weapon you want to grant proficiency in) for each such weapon. If you want to grant X number of weapon proficiencies the user selects, then bootstrap the Simple weapon proficiency - One (fWepSimp) feat X number of times.
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ShadowChemosh
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Old November 12th, 2015, 10:52 AM
I "think" could be wrong that he is asking for a Class Ability where the NPC class picks a "single" simple weapon to be proficient with. So this would be similar to the Martial Weapon Feat which gives you proficiency in one martial weapon.

Take a look at that feat for how to code your Class Ability if I am understanding you correctly. Or Aaron's way if you are setting a single specific weapon at the time you are creating the class.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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Aaron
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Old November 12th, 2015, 11:03 AM
And I think instead of creating a new class ability, just bootstrapping the existing feat which grants proficiency in a single simple weapon is simpler. Which is what I suggested in the second half of my post.
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ShadowChemosh
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Old November 12th, 2015, 01:40 PM
Quote:
Originally Posted by Aaron View Post
And I think instead of creating a new class ability, just bootstrapping the existing feat which grants proficiency in a single simple weapon is simpler. Which is what I suggested in the second half of my post.
Whoops missed that. Sorry.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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Aaron
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Old November 12th, 2015, 02:59 PM
No biggie, man! Just wanted to explain my reasons and make sure the fellow asking the questions was clear (depending on what he meant, I offered two different suggestions).
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Ixera
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Join Date: Nov 2015
Posts: 8

Old January 14th, 2016, 12:06 PM
Sorry for my lack of explanation

Here is what I want to do: I'm creating the 'Adequate Commoner' Class from Misfit studios in Hero Lab

I'm going to copy a small portion of the guide's text to clarify what I'm trying to do if this is not allowed please let me know

Here is the section I cant figure out how to incorporate (emphasis mine

Adequate Commoner Class

The following are the class features of the adequate
commoner NPC class.

Weapon and Armor Proficiency: The adequate
commoner is proficient with one simple weapon
and one commoner weapon.
He is not proficient
with any other weapons, nor is he proficient with
any type of armor or shield.

Favored Class Bonus: An adequate commoner (of
any race) may use their favored class bonus to gain
proficiency with one additional simple or commoner
weapon. This replaces the usual benefits of obtaining
a level of one’s favored class.


What you have explained to me works for the simple weapon proficiency aspect, (If I'm understanding you right) what I am trying to do is create a new 'commoner' weapon category

The 'Commoner' weapons are new weapons such as 'pitchfork' and 'mallet' that I have added in from the guide.

I need to be able to select one weapon from the feats user drop down menu with these new weapons with the exclusion of any other type of weapon (simple/martial/etc)

It would be simpler to add these new weapons to the simple weapon catagory and then exclude all other weapons but how would I exclude weapon's not meant to be in the selection

Is it possible to create a new proficiency category by editing 'simple weapons' or 'exotic weapons'?

I'm sorry if this is confusing in the way I am writing this I'm new to editing hero lab
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Ixera
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Join Date: Nov 2015
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Old January 14th, 2016, 12:08 PM
The Commoner weapons I want to add to their own proficiency/option catagory are new here they are

Cleaver: This heavy blade is used for separating
animal parts with strength more than its edge,
and can be used on butchered livestock or living
enemies alike.

Crowbar: This versatile tool is designed to help
pry open whatever the user desires. A crowbar
grants a +2 circumstance bonus on Strength
checks made to force open a door or chest.
Kitchen Knife: Sharp enough to cut through beef
and the skin of enemies alike, although not as
elegant as a traditional fighting dagger, these
knives come in many (slightly unwieldy) shapes.

Mallet: A simple hammer (usually wooden) used in
food preparation or crafting; can be used to hammer
in nails or to break bones.
Pan: Heavy pieces of cooking equipment can be
readily used as a bludgeoning weapon.

Pitchfork: This two-handled weapon can be an effective
means of self-defense; one favored by
mobs and often paired with torches.

Spade: This heavy shovel can be wielded as a makeshift
weapon when not being used to dig latrines,
irrigation channels, or pit traps.
Throwing Stones: By looking for smooth stones,
a practiced thrower can use rocks as a weapon
while avoiding (most) of the penalties for improvised
weapons

Torch: Commoners can grow gifted at using torches
as weapons.

Walking Stick: Similar to a quarterstaff, but without
the perfect balance or refinement.
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Ixera
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Join Date: Nov 2015
Posts: 8

Old January 14th, 2016, 12:09 PM
edit for repeated post

Last edited by Ixera; January 14th, 2016 at 12:10 PM. Reason: repeated post
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Aaron
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Old January 14th, 2016, 03:04 PM
If the "Commoner Weapon Proficiency" weapons are all new weapons (which seems to be the case from your post), then creating a new proficiency feat isn't too hard. Simply create a new feat, have that feat apply some Custom tag to the hero, and when creating the new weapons add an eval script looking for the tag and applying the Proficient tag to itself. That'll get you 90% there (the remaining 10% being that the weapons won't show as proficient when purchasing them).

Then you can create a "Commoner Weapon Proficiency - One" feat as well, with a chooser that picks one of those weapons and pulls the WepProf tag to itself and then pushes it to the hero.
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