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Conandy
Junior Member
 
Join Date: Apr 2017
Location: Denver, CO
Posts: 28

Old October 23rd, 2017, 12:46 PM
So when I started my campaign I told my players that the list of feats included some extra stuff I had found online. Lo and behold they got to level 4 and 2 players chose feats from the "non-RAW" stuff. So now I am trying to get these feats programmed into Hero Lab, and having a bit of trouble.

I am starting to understand some of the syntax and structure of the scripting language, but I have a long way to go. The Editor is helpful, but the documentation on how each button and selector works could use a lot of work. Basically, still very confusing to me.

In the Editor, I have figured out how to copy feats and use the ability score increase portions of those feats, but the rest of what I need to do is beyond me still. Here are my 2 feats I am trying to add, so any help would be appreciated.

1. Combat Training: Prerequisite: Proficiency in at least one martial weapon.
Intensive training has allowed you to learn and benefit from a combat style.
 Your Strength or Dexterity increases by 1,
to a maximum of 20.
 You learn one fighting style, chosen from among those available to any class. You cannot choose the same fighting style twice, even if you are later given the opportunity to choose another.

2. Quick Draw:
Your Dexterity or Wisdom increases by +1, to a maximum of 20.
 After rolling for initiative but before the first turn of combat, you may draw one weapon (if necessary) and make a single weapon attack with it. If multiple creatures are present who have the ability to act before initiative begins, these actions resolve in initiative order.
 When you make a weapon attack, you may stow one weapon and draw one
weapon as part of the action, bonus action, or reaction, in any order necessary.
E.g., you could draw your sword, strike, and then sheathe it, or stow your sword, draw a bow, and attack with it. Similarly, if you have multiple attacks, you could attack with one weapon, stow it, and then draw another and attack with that.

For the second one, Quick draw, I am pretty sure just handling this via text write ups in the character abilities is fine, no need to really do any mechanics behind the scene. Not even sure this feature can be programmed into the tactical console. If it CAN, let me know. That would be neat. Otherwise, no sweat and I am not too worried about it.

For the first one, Combat Training, I know I need to somehow set up a "pick" to allow the character to choose a fighting style from any of Fighter, Paladin, or Ranger. That has me completely stymied.

Any help you can offer is appreciated. I am sure after I work through a dozen or so of these, I'll finally understand enough to work my way through them. Maybe.

Thanks in advance.
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dungeonguru
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Join Date: May 2016
Location: Louisville, KY
Posts: 136

Old October 25th, 2017, 06:59 AM
Sorry for a late reply, but things are a bit busy where I'm at.

The first feat has so many moving parts, it will be hard but here are some things to look for:
1. Prerequisite:
If a hero is proficient in all martial weapons they will have the tag ArmProfGrp.WepMartial (so you can check for this tag). Otherwise to catch things like elves you have to check for all the WepProf tags and look to see if the martial weapons are there: An elf will have the tag WepProf.wLongsword, for example. so the Expr-reqs prerequisite will look like:
tagis[ArmProfGrp.WepMartial] + tagis[WepProf.wLongsword] + .. all the other martial weapons <> 0

basically, if the tag for one of the weapons or the group exists, it will return a 1, otherwise a 0; if you add all the 1's and 0's together and it doesn't equal 0, the prerequisite has been met, otherwise they don't have a martial weapon proficiency.

2. Ability score.
Obviously you've got the examples for ability score scripting down, so no comment.

3. Fighting Style.
So, if you look at Martial Adept, you can see where a feat grabs the maneuvers from the fighter class and allows someone to have them. Since you don't have to worry about DC calculations, you can ignore the script in that feat, but you'll see a bootstrap for a configurable "cfg5CMarAd". This simple configurable has only 3 fields, so is easier to pick apart. Basically a new page pops up and it asks you to select a number (cfgMax3) of Battle Master Maneuvers (cfgObject3) from the class ability category abCategory.FtrBMasMan (cfgAllow3).

IF you want to try the configurable route, you can copy this configurable, and set the fields to cfgMax3 = 1 (only 1), cfgObject3 = "Fighting Styles", and cfgAllow3 = abCategory.FtrFigStyl

Once you create this configurable, reload hero lab, the configurable page won't pop up while testing until you reload, I don't know why, it just does.

Then create your feat and add the configurable to it as a bootstrap.

If you want to allow them to be able to pick the feat another time, you'll need to get into the editor and look where it says Uniqueness - normally this defaults to Add Once, meaning you can only take the feat once. You'll set it to No, allowing it to be chosen multiple times. Then you have to tackle how to add 1 to cfgMax3 after it checks to see if you already have an abCategory.FtrFigStyle on your character. I personally would shut it down to only 1 fighting style for any character that's not a fighter type, but that's my table.

You can try to replicate this without a configurable page, but the dropdown boxes are much more tricky when you do something as complex as this.

The second feat, I'm not aware of any actual action trackers, so you just need to put the dropdown for ability score and then put all that text into the feat description just like you think you do.

DM'ing since 1984's red box. CERTIFIED OLD COOT

LW Products: Hero Labs, Realm Works
Other Tools: CC3+, Inspiration Pad Pro
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Conandy
Junior Member
 
Join Date: Apr 2017
Location: Denver, CO
Posts: 28

Old October 25th, 2017, 09:54 AM
Thanks, dungeonguru. I will dig in to this more with this as my guide. I am sure I will have more questions.
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