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Virtue
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Join Date: Jul 2006
Posts: 380

Old April 10th, 2019, 08:32 AM
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
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Mathias
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Old April 10th, 2019, 08:48 AM
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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Virtue
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Old April 10th, 2019, 09:38 AM
How hard would that be?
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Farling
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Old April 10th, 2019, 02:01 PM
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
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Virtue
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Old April 10th, 2019, 08:28 PM
Yeah if it didn’t apply the minuses it would be perfect.
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Farling
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Old April 10th, 2019, 11:04 PM
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
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Virtue
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Old April 11th, 2019, 06:40 AM
I have zero clues in the editor
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Aaron
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Old April 11th, 2019, 07:21 AM
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
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Virtue
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Old April 11th, 2019, 08:29 AM
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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Virtue
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Old April 11th, 2019, 10:36 AM
Looking at what you put and looking at the editor I am totally clueless how to make this work
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