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tkarn
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Old June 8th, 2011, 06:43 AM
I know how to apply a bonus to a single skill or all skills. But how can i apply a racial bonus to all craft skills?
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Adam.Ormond
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Old June 8th, 2011, 08:30 AM
I don't think there's a "Racial Bonus" type. I'm not really sure if those are tracked. I believe the code below will add a +2 bonus to all Craft Skills.
Code:
var value as number
value = 2
foreach pick in hero from BaseSkill where "CraftSkill.?"
  eachpick.field[Bonus] += value
nexteach

Last edited by Adam.Ormond; June 8th, 2011 at 08:32 AM.
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Mathias
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Old June 8th, 2011, 08:50 AM
"CraftSkill.?" isn't unique to Craft skills - it's used to track what skills need tools and what skills have tools, and that mechanism isn't actually restricted to functioning only on craft skills - any skill in the game can be marked as needing tools, and you can create a piece of gear that functions as a tool for any skill.

What is unique to Craft skills is:

Code:
 
Helper.CraftSkill
So you'll want to use that in your foreach, after the where.

Also, don't forget the .value after [Bonus]
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Frodie
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Old June 8th, 2011, 09:13 AM
This is what I used in a Feat:

#applybonus[Bonus, hero.child[AllCraft], 1]

It gives a +1 to all Craft skills.
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ShadowChemosh
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Old June 8th, 2011, 10:06 AM
Quote:
Originally Posted by Frodie View Post
#applybonus[Bonus, hero.child[AllCraft], 1]
Something to keep in mind with the #applybonus macro is that it only applies the value (ie 1) if it is higher than what is already in Bonus. So normally this works great when you have Named bonuses like Luck that are not meant to stack.

Normally unnamed bonuses are suppose to stack so its better to use
Code:
hero.child[AllCraft].field[Bonus].value += 1
as this way you will actually be adding to the existing value.

i.e. if I had +2 bonus to all craft skills and you used the #applybonus macro trying to apply another +1 for total of +3 you actually would end with a +2 as the macro won't stack same bonus types.

Also their is a AllSkills thing you can use:
Code:
hero.child[AllSkills].field[Bonus].value += 1
That would give a +1 bonus to all skills on a character without having to do a Foreach loop which is pretty CPU intensive to do.

Please correct me Mathias if I misspoke here.

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tkarn
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Old June 8th, 2011, 10:37 PM
Thank you...
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tkarn
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Old June 23rd, 2011, 09:28 AM
I have a incorporeal two headed monster. Each head has a beak and deals 1d6 wisdom damage as a natural attack. How can I add this?
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tatteredking
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Old June 23rd, 2011, 11:14 AM
figuring out how to do things in heroLab can be pretty easy if you think a little bit. What creature has similar abilities to what you are trying to do? A ghost is incororporeal, and with the draining touch, it's touch attacks drain points from abilities.

I don't have access to HL right now, so I can't tell you exactly how to do it, but I'm thinking it's going to be very similar to how the ghost's draining touch works.
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tkarn
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Old June 23rd, 2011, 12:04 PM
The damage is not the problem. I want to create the beak natural attack. I creted a beak waepon (natural) but it do not appear in the natural attack list.

Last edited by tkarn; June 23rd, 2011 at 12:19 PM.
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ShadowChemosh
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Old June 23rd, 2011, 03:46 PM
Quote:
Originally Posted by tkarn View Post
I created a beak weapon (natural) but it do not appear in the natural attack list.
Yea we can't actually make a "Real" natural attack yet in the editor. So when you make one like this you have to manually bootstrap it to the race to have it appear. As you found out.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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