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Mathias
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 13,213

Old March 16th, 2010, 07:26 AM
Hello all,
With the release of Hero Lab version 3.6, we've posted version 3.5 of the d20 files (it's a coincidence that the numbers are close but not quite the same). Here's the changes, copied from the FAQ in the program:

Enhancements & Changes
  • The Hero's background details are now printed as the last thing on the character sheet. This can be disabled by enabling the "Hide Background Details" output setting on the configure hero form.
  • The Configure Hero form now allows easier access to the settings for the hero.
  • When you create an NPC, an NPC tab now appears before the Personal tab. Details entered on the NPC tab appear in statblock output.
  • The Tactical Console "Manipulate" form now increases in size intelligently with the main Hero Lab window.
  • All rules have been migrated to a new mechanism, allowing the new "select rules" functionality to be used on the configure hero form. Existing saved characters should continue to work as before, but you may have to reselect your default rules for new characters.
  • Added "wikitext" statblock output from the "File" -> "Output Active Hero Summary" menu item.
Bug Fixes
  • You now receive an error message when trying to buy something you cannot afford. If you really want it, set the price to 0 or check the "buy for free" checkbox.
  • The mithral material now subtracts only 2 from the armor check, since it also forces masterwork, and that provides another -1.
Data File Authoring
  • Added the wMain and wOff tag 3d6_8
  • Many existing bootstrap options were replaced with a new way of adding bootstraps that makes it easier to set common tags and fields for those options. For example, for Races, an option to add natural attacks was added that makes it obvious how to assign damage, set the number of attacks, or make the attack primary.
  • Added the #attrmod[XXXX] macro, which means "hero.child[XXXX].field[aModBonus].value" - use this to retrieve the final modifier for an attribute
  • Added the #attrbonus[XXXX] macro, which means "maximum(hero.child[XXXX].field[aModBonus].value,0)" - use this to retrieve the final bonus for an attribute (if a character has a negative attribute modifier, they have an attribute bonus of 0).
  • Added the #attrbonus1[XXXX] macro, which means "maximum(hero.child[XXXX].field[aModBonus].value,1)" - use this when a number of uses is set equal to an attribute bonus, and the number added can't be less than 1.
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