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DeltaMasterMind
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Join Date: Jul 2014
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Old March 23rd, 2017, 06:47 AM
Hi everyone!,
Today I am inquiring about eval scripting statblocks. My goal is to create a select-able monster that generates as a CR 5 creature that can scale in CR as selected in the class special or in-play tab. My ability is called Summoning Jitsu, a blood pact summon spell, and what is does is allow the caster to select one Sage Domain (basically monster type) that the caster must stick with permanently. The ability grants a CR 5 creature (hopefully in the form of a statblock) without risk, but can summon a stronger monster from that domain; at a cost.

I have built the selection array for the domains and am currently attempting to build up the CR stat scripts which I feel I can do, the problem I have is how to output this information cleanly. Is it possible to generate such a statblock within a class special? I know macros like #extradamage and the like can do alot in this regard. Is there a macro for generating statblocks?

Thank you for your time everyone.
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Aaron
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Old March 23rd, 2017, 12:19 PM
What do you mean by "generating statblocks"? You want to be able to select a monster race and then have a statblock be appended to the description of the ability? Or something else?
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Ualaa
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Old March 24th, 2017, 04:23 AM
If you open a monster (or hero) in a portfolio, and choose (in the File Menu) 'Output Hero Statblock' then select Print...

You can either click the Print button or Save-to-PDF, at the bottom, and have a stat block generated.
Not sure if that's what you're looking for.
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DeltaMasterMind
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Old March 24th, 2017, 05:26 AM
Quote:
Originally Posted by Aaron View Post
What do you mean by "generating statblocks"? You want to be able to select a monster race and then have a statblock be appended to the description of the ability? Or something else?
Well kinda, more crudely speaking I assume all monsters are similar to most other objects within the program itself, I was hoping that because of this that perhaps a macro existed that allows one to input the values from that monster and display it within Herolab as a statblock. Is such a macro used when a person turns on the statblock option under the "Configure your hero" area?

Granted I did make an alternate route of doing this via minion options within my special, but doing it the way I am asking about would be much easier as I don't need or want the player to add to the monster, but I do want them to be able to change it's values on the fly via selection within the special.

Is the statblock option under the Configure your Hero only possible through hard coding?
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Farling
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Old March 24th, 2017, 07:50 AM
The statblock that is displayed is read-only.
It is created from the data entered into the other panels.
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DeltaMasterMind
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Old March 24th, 2017, 07:56 AM
Quote:
Originally Posted by Farling View Post
The statblock that is displayed is read-only.
It is created from the data entered into the other panels.
Yeah, I expected as much. Those panels though represent what is behind the scenes in each child's fields. I am just curious if a macro can create the same or similar format that is being shown in the statblock or if that is only possible through the hard coded "formatter" within Herolab. I am starting to believe it is the latter.
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Mathias
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Old March 24th, 2017, 08:26 AM
From what I'm reading, what you're trying to do is create a new minion type. And it sounds like you're worried first about how that will display, instead of worrying first about how to let users control the attributes, abilities and feats of that minion.

Without using the word "statblock", please tell us what information Hero Lab needs to record about these minions, and how their rules work. Are there any existing things in Hero Lab that are similar, that could be used as a starting point? Talk about the game rules here, not the HL code, because in order to help you, we need to understand what it is you're trying to accomplish, because at this point, I do not understand that.
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Farling
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Old March 24th, 2017, 08:29 AM
To make the minion useful within HeroLab, you should create it in a similar way to a familiar or eidolon; so that it has its own "character" within the portfolio.
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DeltaMasterMind
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Old March 24th, 2017, 12:28 PM
@Mathias In a word, yes. Rule: The creature that is summoned is picked once they select the "Sage Domain" (Array already setup); the summon then gets a predefined set of abilities as a CR 5 creature (No changes allowed), this is already done currently through the minion system using races I created. The second rule: This summoning ability can grant the character a stronger summon (i.e. higher CR + stats) for a scalable cost; 10 hp and 1 ki per CR chosen above CR 5 (maxing out at CR 20), this is the reason I desired to do this in a statblock format. This all happens at level 12 (conditions are set).

I have instead built up the minions as selectables under rule 1 which sends that info to the hero as a new NPC, sadly I have yet to figure out where this NPC's name field is at as I would like to get it to change name once the Domain is picked, but that isn't my major focus. I have however got it showing this change in the hero's special tab as this name change works for me, so as I said earlier not a big issue.

@Farling Basically that is what is happening already. The special creates a prefabbed NPC that is fully customizable.

Last edited by DeltaMasterMind; March 25th, 2017 at 01:15 AM.
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Aaron
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Old March 24th, 2017, 02:03 PM
Regarding the name, you mean you want to pull the name of the summon? For example, you have 3 frog summons, named Toady, Mr. Mucus, and Longtongue, and you'd like the minion to change from the generic "Frog Minion" to the specific name, once you've typed in each of those names?

You can get the name of a hero by using the .actorname transition. Look at AnimCompNm (it is a procedure) for an example of a script navigating to a minion and pulling the name.
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