Lone Wolf Development Forums Question
 Register FAQ Members List Search Today's Posts Mark Forums Read

 Notices Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528. If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com. - The Lone Wolf Development Team

Member

Join Date: Apr 2014
Location: Abilene, TX
Posts: 94

August 14th, 2018, 10:05 PM
Well as it turns out, i didn't select the Show in Tracked Resources button, so it never showed up. one i figured this out, along with what was posted above, it all came together.

I Swear, the solutions are so freaking simple but i have a hard time with it all. WHY AM I LIKE THIS???

LMAO: in seriousness though, thanks and if i need any more aid, i know where to ask.
#31
Member

Join Date: Apr 2014
Location: Abilene, TX
Posts: 94

August 22nd, 2018, 09:34 PM
Another simple but important question. I have this Race that i am working on, called the Zect. they are insectoid and have 4 arms. my question is how do i add 2 extra hands for weapon use in the racial tab.
#32
Senior Member

Join Date: May 2016
Location: Louisville, KY
Posts: 390

August 23rd, 2018, 04:56 AM
I came across this field last month and was amused by it. In the race definition, you can add a field "rNumHands" and set it to any number you want.

There are some restrictions on how this works though, HL considers only 1 of the hands to be a primary, the other 3 are secondary. I have not figured out how to modify additional hand sets to be considered primary.

In my tests the following happens on a 4 handed character, you can wield:

4 one-handed weapons, only 1 gets the primary bonuses unless you have the feats that grant off-hand weapons the damage bonus.

1 two-handed weapon and 2 secondary weapons. The two-handed weapon gets the primary bonuses.

If you have a shield equipped, there is a bug. You can somehow wield a shield even when your hands are completely occupied (like the 4 weapon scenario), there's something wrong with the logic. You can also only wield only 1 shield ever, HL throws a validation error if you try to load 2 shields. I think this is due to the base D&D logic for calculating armor.

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.

Changelog for 5e Community Files
Open Issues for 5e Community Files

LW Products: Hero Labs Classic
Other Tools: CC3+, Inspiration Pad Pro
#33
TaylorBland
Member

Join Date: Apr 2014
Location: Abilene, TX
Posts: 94

August 23rd, 2018, 07:18 PM
Quote:
 Originally Posted by dungeonguru I came across this field last month and was amused by it. In the race definition, you can add a field "rNumHands" and set it to any number you want. There are some restrictions on how this works though, HL considers only 1 of the hands to be a primary, the other 3 are secondary. I have not figured out how to modify additional hand sets to be considered primary. In my tests the following happens on a 4 handed character, you can wield: 4 one-handed weapons, only 1 gets the primary bonuses unless you have the feats that grant off-hand weapons the damage bonus. 1 two-handed weapon and 2 secondary weapons. The two-handed weapon gets the primary bonuses. If you have a shield equipped, there is a bug. You can somehow wield a shield even when your hands are completely occupied (like the 4 weapon scenario), there's something wrong with the logic. You can also only wield only 1 shield ever, HL throws a validation error if you try to load 2 shields. I think this is due to the base D&D logic for calculating armor.
i will give this a shot, if not, then i can have a regular two-armed variant that i can work with. thanks

Another thing though. They also have a higher AC than normal due to their natural Carapace (Being Bugs and all), and they cannot wear normal armor to account for this. they can still use a shield but just not armor. In my description, they add their CON Modifier to their AC as well as their DEX Modifier. how would i go about this?

Last edited by TaylorBland; August 23rd, 2018 at 07:40 PM.
#34
dungeonguru
Senior Member

Join Date: May 2016
Location: Louisville, KY
Posts: 390

August 24th, 2018, 04:42 AM
Quote:
 Originally Posted by TaylorBland In my description, they add their CON Modifier to their AC as well as their DEX Modifier. how would i go about this?
There is a new way to create an AC calculation in Racial Specials that was added in one of the last two updates. If you create a new Racial Special, you can scroll to the very end and easily set up an AC calculation using CON, DEX and a Shield.

Simply, check the Armor Class Calculation? checkbox, fill in the new base AC (if with now DEX/CON/Shield bonuses your AC is 12, put in 12) for the Base Value. Finally, click the button for AC modifiers and choose which modifiers will be used.

This doesn't turn off the ability to equip armor though. What happens is HL will calculate all the AC available and choose the best number.

There is a script on the tortle PC in the Tomb of Annihilation file that basically sets the AC bonus of any armor put on to 0 if you want to try and address the edge case that plate armor is better than the new AC calculation that you can look at as an example. The tortle was created before these new racial options, so the script is on the base PC version of the tortle.

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.

Changelog for 5e Community Files
Open Issues for 5e Community Files

LW Products: Hero Labs Classic
Other Tools: CC3+, Inspiration Pad Pro
#35
Member

Join Date: Apr 2014
Location: Abilene, TX
Posts: 94

August 30th, 2018, 04:12 PM
Alrighty, i figured out how to do that. the AC thing was easier than i thought. also, because of their physiology, the Zect do not wear normal armor. how do i script this? i know there is a way to remove armor selection but i don't know how to do it myself.
#36
Senior Member

Join Date: May 2016
Location: Louisville, KY
Posts: 390

August 30th, 2018, 04:59 PM
I'm not sure you can completely turn off the ability to equip it, however you could check for the hero level tag: Hero.EquipArmor

If this tag is on, you could throw an error using an eval rule.

Click on eval rule and add one.
Set the Phase to Final
Set the Priority to 10000
Leave the index and severity alone
In the Message and Summary fields type: Hero Cannot Wear Armor!
And for the script use this:
validif (hero.tagis[Hero.EquipArmor] = 0)

It will throw a validation error up top with any other validation errors.

or you can try to modify the code below that basically zeroes out any armor worn, it won't fix every case scenario thought.

I run this post-attributes 5000 on my copy of the Tortle:
Code:
```doneif (tagis[Helper.Disable] <> 0)

var dexmod as number

~ turn it into a penalty
dexmod *= -1

if (hero.tagis[Hero.EquipArmor] = 1) then
~ we are armored, strip all armor bonuses from Dex regardless
hero.child[ArmorClass].field[tACDexMod].value = 0
foreach pick in hero from BaseArmor where "Helper.CurrArmor"
~ kill off any type of AC modifier on the armor itself
eachpick.field[arAC].value = 0
eachpick.field[arBonus].value = 0
eachpick.field[Bonus].value = 0
~ If there is something scripted like resistance that looks
~ for being disabled, disable it.
perform eachpick.assign[Helper.Disable]
~ Kill the profiency so it shows that character shouldn't
~ equip it.
perform eachpick.delete[Helper.Proficient]
nexteach
endif```

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.

Changelog for 5e Community Files
Open Issues for 5e Community Files

LW Products: Hero Labs Classic
Other Tools: CC3+, Inspiration Pad Pro
#37

 Thread Tools Display Modes Linear Mode

 Posting Rules You may not post new threads You may not post replies You may not post attachments You may not edit your posts BB code is On Smilies are On [IMG] code is On HTML code is Off Forum Rules
 Forum Jump User Control Panel Private Messages Subscriptions Who's Online Search Forums Forums Home Lone Wolf Development Web Site Announcements Realm Works Forums     Realm Works Discussion         Realm Works in Action         Realm Works Feature Requests     Realm Works in Action     Realm Works Feature Requests Hero Lab Online Forums     Hero Lab Online Discussion     HLO - Pathfinder Playtest     HLO - Starfinder Hero Lab Forums     HL - Pathfinder Roleplaying Game     HL - D&D 5th Edition SRD     HL - Shadowrun     HL - Mutants & Masterminds     HL - d20 System     HL - World of Darkness     HL - Call of Cthulhu     HL - 4th Edition     HL - Savage Worlds     HL - Cortex System     HL - Authoring Kit     HL - User Projects     HL - Alternity (user-created)     Hero Lab Discussion Army Builder Forums     Army Builder Army Builder Data Files     Babylon 5: A Call to Arms     Battlefleet Gothic     Blood Bowl     Black Powder, Bolt Action, Hail Caesar, Judge Dredd, and Pike & Shotte     Confrontation - English     Kings of War (2nd Edition)     Lord of the Rings (Tabletop)     Mordheim     Necromunda     Starship Troopers     Star Wars: X-Wing and Armada Miniatures Game     The 9th Age     Warhammer Ancient Battles     Warhammer 40,000     Warhammer Fantasy 8th Ed.     Warhammer Historical: The Great War     Warhammer Fantasy 3rd Ed.     Warlord     Warmachine & Hordes     Warmaster Card Vault Forums     Card Vault Card Vault Data Files     MLB Showdown     Lord of the Rings CCG     .hack//ENEMY     Vs. System     Yu-Gi-Oh!     D&D Miniatures

All times are GMT -8. The time now is 09:12 PM.

 -- Default Style -- Majestic Contact Us - Lone Wolf Development Forums - Archive - Top