Senior Member
Join Date: Jul 2006
Posts: 380
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Is there any way for Hero labs to give a status for a creature when they have reached a certain percentage of their HP?
I want no in game effects for these statuses other than a Label on the character. I have labeling for the damage the monsters have taken Lightly Wounded Taken any damage Moderately Wounded Taken more than 25 percent of their HP Seriously Wounded Taken more than 50 percent of their HP Critically Wounded Taken more than 75 percent of their HP Gravely Wounded Taken more than 90 percent of their HP I would love if it could do the math since they are all based on percentage of HP I have no idea if this is even feasible but I figured it wouldnt hurt to ask |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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You can build an ability that uses a script to calculate the HP percentage and changes its name to show the wounded level, and then use a Mechanic that bootstraps that ability to add it to all creatures.
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#2 |
Senior Member
Join Date: Jul 2006
Posts: 380
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How hard would that be?
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#3 |
Senior Member
Join Date: Mar 2013
Location: Greater London, UK
Posts: 2,623
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Or maybe just turn on the "wound thresholds" to get somewhere close to it :-)
Farling Author of the Realm Works Import tool, Realm Works Output tool and Realm Works to Foundry module Donations gratefully received via Patreon, Ko-Fi or Paypal |
#4 |
Senior Member
Join Date: Jul 2006
Posts: 380
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Yeah if it didn’t apply the minuses it would be perfect.
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#5 |
Senior Member
Join Date: Mar 2013
Location: Greater London, UK
Posts: 2,623
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It might be possible to find all the things that handle Wound Thresholds, and then copy them and modify them to only print the status without applying the other modifiers.
Farling Author of the Realm Works Import tool, Realm Works Output tool and Realm Works to Foundry module Donations gratefully received via Patreon, Ko-Fi or Paypal |
#6 |
Senior Member
Join Date: Jul 2006
Posts: 380
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I have zero clues in the editor
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#7 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Well, make a mechanic and make a racial special, then bootstrap the racial special to the mechanic. I assume that the confusion is with how to calculate things? There are 2 hero fields which are relevant, tCurrentHP and tHP. Here is a rough first draft of an eval script to set the abText field. Put this on the racial special, and also give that ability the LvNamePar.AppText tag.
Final 15000 Code:
var percent as number percent = herofield[tCurrentHP].value/herofield[tHP].value if (percent <= .1) then field[abText].text = "Gravely Wounded" elseif (percent <= .25) then field[abText].text = "Critically Wounded" elseif (percent <= .5) then field[abText].text = "Seriously Wounded" elseif (percent <= .75) then field[abText].text = "Moderately Wounded" elseif (percent < 1) then field[abText].text = "Lightly Wounded" elseif (percent >= 1) then field[abText].text = "Unwounded" endif |
#8 |
Senior Member
Join Date: Jul 2006
Posts: 380
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Thank you very much for this but I have no idea where to put any of this or what it really means.
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#9 |
Senior Member
Join Date: Jul 2006
Posts: 380
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Looking at what you put and looking at the editor I am totally clueless how to make this work
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#10 |
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