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jjashley
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Old March 11th, 2018, 01:42 PM
Quote:
Originally Posted by jjashley View Post
ok so this can be fixed in a couple of ways, since you grant temp hit points to up to 5 others you can remove the eval script from Celestial Resilience and add an adjustment for Celestial Resilience that looks like this:

Post-Attributes 15000

~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

herofield[tTempHP].value += #attrmod[aCHA] + #levelcount[Warlock]

or if you don't care about anybody else being able to do the math automatically you can change the eval script on Celestial Resilience to:

Post-Attributes 15000

herofield[tTempHP].value += #attrmod[aCHA] + #levelcount[Warlock]

Though the 2nd one should probably include a level requirement of 10 or greater and I should know how to put that in but haven't figured it out yet.
ok I got it to work at level 10 and greater only using this script. I think I would still do an adjustment so that the other players can just click a box, or you can have them manually adjust their temporary hit points.

Post Attributes 15000

if (#levelcount[Warlock] >= 10) then
herofield[tTempHP].value += #attrmod[aCHA] + #levelcount[Warlock]
endif
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dungeonguru
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Old March 11th, 2018, 02:38 PM
It's good code, but I think we'll wind up going with adding an independant temporary hp pool with the min/max hp granted set statically to level count plus CHA mod.

Since all class special abilities are added with a field: xTotalLev, it's slightly better to use it just in case you wanted to just let another class have the same ability (like Channel Divinity) rather than #levelcount[].

So, I'll probably build a temp hp pool called thp5CCelRa or call a copy of the existing Dark One's Blessing pool and overwrite the livename and then in a script post-attribute (15000) do the following:

Code:
doneif (tagis[Helper.Disable] <> 0)
doneif (field[xTotalLev].value <= 10)

var BonusHP as number
BonusHP = #attrmod[aCHA] + field[xTotalLev].value

hero.childfound[thp5CCelRa].field[thpMinAllw].value = BonusHP
hero.childfound[thp5CCelRa].field[thpMaxAllw].value = BonusHP
It requires the person to activate the pool when it's on, but at least it makes clear what type of hit points are available.

I can throw the same code into an adjustment if people want to add it to another character and have something less generic than a generic temporary hit points pool.

DM'ing since 1984's red box. Pretending to slay dragons for a long time before.
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jjashley
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Posts: 66

Old March 11th, 2018, 04:06 PM
Quote:
Originally Posted by dungeonguru View Post
It's good code, but I think we'll wind up going with adding an independant temporary hp pool with the min/max hp granted set statically to level count plus CHA mod.

Since all class special abilities are added with a field: xTotalLev, it's slightly better to use it just in case you wanted to just let another class have the same ability (like Channel Divinity) rather than #levelcount[].

So, I'll probably build a temp hp pool called thp5CCelRa or call a copy of the existing Dark One's Blessing pool and overwrite the livename and then in a script post-attribute (15000) do the following:

Code:
doneif (tagis[Helper.Disable] <> 0)
doneif (field[xTotalLev].value <= 10)

var BonusHP as number
BonusHP = #attrmod[aCHA] + field[xTotalLev].value

hero.childfound[thp5CCelRa].field[thpMinAllw].value = BonusHP
hero.childfound[thp5CCelRa].field[thpMaxAllw].value = BonusHP
It requires the person to activate the pool when it's on, but at least it makes clear what type of hit points are available.

I can throw the same code into an adjustment if people want to add it to another character and have something less generic than a generic temporary hit points pool.
Problem is BonusHP aren't temp hit points, they get added to the total hit point count as bonus hit points. That's where the tTempHP comes in and shows as temp hit points and they are subtracted before your hit points are, the only thing I wonder and have to ask. Is xTotalLev the total levels for the character because in this case it is only looking at the warlock level.

I read thru your snippet of code to fast, and see you set BonusHP as a variable. Wouldn't multi-classing then affect the xTotalLev when the calculation should only be looking at the Warlock levels? Just want to make sure I understand the difference between xTotalLev and #Levelcount.

J

Last edited by jjashley; March 11th, 2018 at 04:16 PM.
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ShadowChemosh
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Old March 11th, 2018, 04:10 PM
Quote:
Originally Posted by jjashley View Post
xTotalLev when the calculation should only be looking at the Warlock levels? Just want to make sure I understand the difference between xTotalLev and #Levelcount.
xTotalLev is the total level of the Pick you are bootstrapped to and any "effective level + bonus levels" this specific Pick has. It is not "hero total level".

If you are Warlock 5/Fighter 10 and this ability is bootstrapped to the Warlock xTotalLev is 5. If bootstrapped to Fighter xTotalLev is 10.

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jjashley
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Old March 11th, 2018, 05:17 PM
Quote:
Originally Posted by ShadowChemosh View Post
xTotalLev is the total level of the Pick you are bootstrapped to and any "effective level + bonus levels" this specific Pick has. It is not "hero total level".

If you are Warlock 5/Fighter 10 and this ability is bootstrapped to the Warlock xTotalLev is 5. If bootstrapped to Fighter xTotalLev is 10.
Thanks to both of you, for the script and the explanation.

J
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TheMightyJerd
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Old June 6th, 2018, 01:08 PM
Quote:
Originally Posted by jjashley View Post
Thanks to both of you, for the script and the explanation.

J
So what do those of us that use Hero Lab on the iPad do about this? Any thoughts?

As far as I know there is no way to script the fix.
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dungeonguru
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Old June 7th, 2018, 06:59 AM
Quote:
Originally Posted by TheMightyJerd View Post
So what do those of us that use Hero Lab on the iPad do about this? Any thoughts?

As far as I know there is no way to script the fix.
There are ways, but it requires you to know how to transfer files over to your iPad to overwrite what is there if you have a PC that can do that.

The fix discussed is in the pending changes to be pushed, but I'm not sure when the community is going to get the next patch finalized as I've not been able to help out much this time. I know that right now the base information for all the monsters in Mordenkainen's has been entered but we're still looking for anyone willing to help put the special abilities and some of the attacks in. I don't know how much scripting is required but most of these will be mechanics only text entry.

Anyone interested in helping, please speak up. Daplunk hosts the github but I check in to help with scripts on occasion.

DM'ing since 1984's red box. Pretending to slay dragons for a long time before.
SELF-CERTIFIED OLD COOT
The mirror doesn't lie.

Links for Community files:
Changelog for 5e Community Files
Open Issues for 5e Community Files


LW Products: Hero Labs Classic
Other Tools: CC3+, Inspiration Pad Pro
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daplunk
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Old June 7th, 2018, 03:40 PM
Yup looking for as many volunteers as possible. I'm throwing as much time as I can at it but I have a lot going on and most things have deadlines where this does not.

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Mergon
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Old June 8th, 2018, 10:02 AM
- Subraces are all in
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- Yet to do, Demonic Boons

- my stuff needs to be tested.

Watch your back, Conserve your ammo,
and NEVER cut a deal with a dragon!
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