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Racial skill bonus that increases with level

Aril

Well-known member
I'm new to Hero Lab, and have been reading through the documentation and samples, and have figured out (using the Faerie Dragon example) how to create racial skill bonuses for a race I'm building.

However, the race I'm trying to convert has skill bonuses as the character's level goes up. So, it has +1 to X skill at lvl 1.....but then it gets another +1 at lvl 5, another +1 at lvl 10, another +1 at lvl 15, and a final +1 at lvl 20.

I'm not sure how to build a scaling racial skill bonus.

Is this possible?
 
Yeah, you can do it in the scripting.

I don't know the exact variable but it would be something like...

hero.child[skill] += 1+(hero.child[level]/5)

I am probably WAY wrong on what the exact language is but it would be something like that.
 
I used I think one of the "Eval" menus to add the script for the skill.....I followed exactly along with the instructions from the Faerie Dragon example in the tutorial.

Is that where I'd try using this alternate script you're suggesting?
 
Hmm....I'm not sure....I'm new......I went into Hero Lab, went to Tools, and clicked to open the Editor tool. I'm in there.

Here's a screenshot of where I'm working.
 

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So you are in the correct place, you're using the HL editor. I would recommend something like #applybonus macro should work, its something like #applybonus[BonComp,hero.child[skDiplo],4] where BonComp is the bonus for race (its failing me now) and 4 should be round(field[xTotalLev].value / 5, 0, -1) + 1
 
Minous - racial bonuses to skills are almost always stacking bonuses. #applybonus will create a non-stacking bonus, so that if anything else (like skill focus) is adding a bonus to that same skill, it will not stack with a bonus applied using #applybonus.
 
Are there places where these different macros are listed? Like a guide or something?

Maybe I've just jumped into trying something difficult, rather than starting with something easy.
 
On the same page in the help where you found the faerie dragon example, scroll down to "Reference Information".


Copying from existing examples is always my recommendation. So if you want to know how to write a script that applies a skill bonus, how about a feat like Deceitful, that applies a bonus to a skill. If you want to know how to look up the level of a character, how about the leadership feat, that has a prereq of a character being 7th level? If you want to know how to divide a value (like the level) by some number, and then round it correctly, how about Deadly Aim, which gets +1/4 BAB.
 
So, I've been gradually piecing together what I think I need to do.

Does this make sense for an eval script?

field[abValue].value += field[#totallevelcount[]/5,0,1] +1
 
also, I understand that skAcrobat denotes the Acrobat skill for instance.

But what would cskAcrobat be?
 
This is the code I've created.

For some reason, it's not recognizing anything between the brackets, but for Diplomacy and Handle Animal, adds the +1 from the end as an untyped bonus.

But if I bump the character up to lvl 5, it doesn't increase the bonus to +2.

Also, for some reason, it's not adding ANY bonuses to Bluff.

--------------------------------------------------------------------------------------------------
~ Add a +1 racial bonus to our Bluff skill using the "skillbonus" macro #skillbonus[skBluff] += round(field[xAllLev].value/5,0,-1) + 1

~ Add a +1 racial bonus to our Diplomacy skill using the "skillbonus" macro
#skillbonus[skDiplo] += round(field[xAllLev].value/5,0,-1) + 2

~ Add a +1 racial bonus to our Handle Animal skill using the "skillbonus" macro
#skillbonus[skHandleAn] += round(field[xAllLev].value/5,0,-1) + 3
 
I've switched it to Post-Levels, but I don't know what Priority to use. I've still got it at 10000.

The script is still not working. The +1 is getting applied, but none of the level calc stuff inside the brackets.
 
WooT! Thank you everyone who tried to help me.

Finally got it to work with this script:


~ Add a +1 racial bonus to our Bluff skill using the "skillbonus" macro
#skillbonus[skBluff] += round(#totallevelcount[]/5,0,-1) + 1

~ Add a +1 racial bonus to our Diplomacy skill using the "skillbonus" macro
#skillbonus[skDiplo] += round(#totallevelcount[]/5,0,-1) + 1

~ Add a +1 racial bonus to our Handle Animal skill using the "skillbonus" macro
#skillbonus[skHandleAn] += round(#totallevelcount[]/5,0,-1) + 1
 
FYI you are adding an untyped bonus not a racial bonus.
#applybonus[BonTrait,skHandleAn,round(#totallevelcount[]/5,0,-1) + 1]

that would handle issues of stacking
 
#racialbonus[skBluff] += round(#totallevelcount[]/5,0,-1) + 1

or

#applybonus[Racial, skBluff, round(#totallevelcount[]/5,0,-1) + 1]

for a non-stacking racial bonus, iirc.
 
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