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THere is a piece of armor I am trying to enter into Hero Lab with the editor and having trouble with, the Dastana.
"This pair of metal bracers can be worn in addition to some other types of armor to provide an additional armor bonus that stacks with both the foundation armor and any shield worn. You can wear dastana with padded, leather, or chain shirt armor. You need the Armor Proficiency (light) feat to wear dastana without penalty." How do I program this so that it only gives the AC bonus with those specific armors? Also, I was going to enter it as a shield, how do I make it so that it can be worn along with other shields without giving a validation error from having 2 shields equipped? |
#1 |
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Join Date: Mar 2007
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Another issue, I'm adding an armor extra called "Quick escape" and was trying to pattern it after Armor spikes.
Unfortunately, I cannot find the Armor Spikes entry in the editor. From what I have seen adding them through the normal engine, they seem to be lumped together with the 'Item Power' category, but the editor's field reveals no Armor spikes entry after hitting the new (copy) button. Where are they? I think I found an error as well. When creating a custom armor, the "Armor Spikes (Magical)" entry is not selectable because the program says my fighter is not proficient with the magical ones. They must have a seperate proficiency currently than mundane armor spikes, because the normal ones are selectable. |
#2 |
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Also, has the ability to enter custom special materials been added to Hero Lab? I don't see any way to edit that either.
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#3 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
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Lawful_g wrote:
> > > Another issue, I'm adding an armor extra called "Quick escape" and was > trying to pattern it after Armor spikes. > > Unfortunately, I cannot find the Armor Spikes entry in the editor. From > what I have seen adding them through the normal engine, they seem to be > lumped together with the 'Item Power' category, but the editor's field > reveals no Armor spikes entry after hitting the new (copy) button. Where > are they? Armor Spikes are kinda funky; since they're a weapon, they have to be treated specially by HL. What does the "Quick Escape" extra do? If it's just another magical armor ability, you can just copy it from one of the other abilities. > I think I found an error as well. When creating a custom armor, the > "Armor Spikes (Magical)" entry is not selectable because the program > says my fighter is not proficient with the magical ones. They must have > a seperate proficiency currently than mundane armor spikes, because the > normal ones are selectable. Thanks, I'll fix this. -- Colen McAlister, colen@wolflair.com |
#4 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
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Quote:
As for how to do it, this script should do the trick: Code:
~ Initialize a variable that we unset if we find illegal armor var islegal as number islegal = 1 ~ Go through all our pieces of light, medium and heavy armor foreach pick in hero where "mClass.Light | mClass.Medium | mClass.Heavy" ~ If this armor is equipped, we need to check it - otherwise, ~ we don't care about it if (each.field[gIsEquip].value <> 0) then ~ If this is not padded, leather, or chain shirt armor, we're ~ not legal, so unset our flag if (each.tagis[thingid.mPadded] + each.tagis[thingid.mLeather] + each.tagis[thingid.mChainShr] = 0) then islegal = 0 endif endif ~ Go on to the next piece of armor nexteach ~ If we are legal and equipped, add the bonus to our armor class if (islegal <> 0) then if (field[gIsEquip].value <> 0) then hero.child[ArmorClass].field[tACMisc].value += 3 endif endif |
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#5 |
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Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
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Lawful_g wrote:
> > > Also, has the ability to enter custom special materials been added to > Hero Lab? I don't see any way to edit that either. Not yet, unfortunately. I'll try and knock it into shape for the next release, since it's been overdue for a long time. -- Colen McAlister, colen@wolflair.com |
#6 |
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