Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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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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#11 |
Senior Member
Join Date: Feb 2017
Posts: 119
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Don't I know it. Fallout 4 mods require a lot of options. Something someone would like makes another angry.
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#12 |
Senior Member
Join Date: Feb 2017
Posts: 119
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While I do have the activator working as I would like, I wanted to include the weapon name in the activator on the InPlay tab, so it was clear where that activator is coming from (and with multiple properties, they would sort).
Example: Say I have a weapon with a custom name "Tempest" that has the Frost property. I would like the activator on the InPlay screen to read something like: Tempest: Frost (+1d6 cold dmg) I tried monkeying around with various ways to call the property's parent to get the weapon, but was unsuccessful. I'm sure I'm missing something simple, but wasn't able to find an example to lead me to a solution. |
#13 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Monkey example?
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#14 |
Senior Member
Join Date: Feb 2017
Posts: 119
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I ended up figuring out a way to accomplish what I wanted. I added a script on the item property thing at Render/111000 (after another script sets abSource):
Code:
field[actName].text = field[abSource].text & ": Shock (+1d6 electricity dmg)" field[livename].text = field[actName].text |
#15 |
Senior Member
Join Date: Jan 2015
Posts: 463
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#16 |
Senior Member
Join Date: Feb 2017
Posts: 119
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Also ShadowCremosh did mention that he wanted to include more item properties in the community files, but it takes time to go through and make them all. I myself have only done the ones we've needed for our party so far. Frost, Shock, and Vicious are as far as I've made it. Now that I have it looking the way I want it, I have a template to do others however not the drive until needed. Necessity being the mother of... and all that. Last edited by Valdacil; April 4th, 2017 at 05:24 PM. |
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#17 |
Senior Member
Join Date: Aug 2010
Posts: 1,528
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Not perfect, but perhaps better than creating something again and again for different abilities. |
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#18 |
Senior Member
Join Date: Feb 2017
Posts: 119
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Since each property has unique effects and/or text, I don't think I can apply a generic routine to programmatically make the edits en masse. |
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#19 |
Senior Member
Join Date: Oct 2015
Location: Mississauga, ON, Canada
Posts: 103
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I'm going to have to look further into this as my PC has an undead bane flail and we are coming across a lot of undead... I haven't been able to get the +2 to hit and the +2d6 to dam to automatically get added in my hit and damage calculations. Same thing with precise strike and outflank (I can only find the regular flank which is only +2). The additional trick to this is that bane is only on my flail, not on my dagger, so simply having an in play activation of bane probably wouldn't work as I would think it would also add the bane to the dagger.
Might seem like a minor thing but I've had to create a spreadsheet to add up all my special conditions while attacking. With a potential 7 attacks per round with haste, it's no easy task to keep track of everything. |
#20 |
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