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JolarEQ
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Posts: 88

Old September 18th, 2012, 01:54 PM
Quote:
Originally Posted by ShadowChemosh View Post
In good news "AncientOne's Custom Pathfinder Sheet" can do this. You output to his custom sheet and then before you actually print you can Remove any or all of the weapons you don't want to print. Then print your sheet.
Ya know, I've used AncientOne's sheet before, and never noticed that option. This definitely helps! Thanks a lot!
JolarEQ is offline   #301
Mathias
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Old September 18th, 2012, 02:31 PM
Quote:
Originally Posted by ShadowChemosh View Post
Nothing obvious comes to mind to not have the weapons sent to the character sheet. Also nothing quick comes to mind for a new adjustment that can do that either.
Code:
doneif (field[pIsOn].value = 0)
doneif (field[pChosen].chosen = 0)
 
if (state.isoutput <> 0) then
  perform field[pChosen].chosen.assign[Hide.Weapon]
  endif
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ShadowChemosh
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Old September 18th, 2012, 02:54 PM
Quote:
Originally Posted by Mathias View Post
Code:
doneif (field[pIsOn].value = 0)
doneif (field[pChosen].chosen = 0)
 
if (state.isoutput <> 0) then
  perform field[pChosen].chosen.assign[Hide.Weapon]
  endif
Show Off!!!!

That's pretty cool didn't know about the "Hide.Weapon" tag. So I guess I can make an adjustment to do this then.

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.
ShadowChemosh is offline   #303
blzbob
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Old September 18th, 2012, 06:52 PM
Quote:
Originally Posted by BoomerET View Post
Add a <!-- before
<thing id="xImmRust" name="Immune to Rust" description="Immune to rusting effects." compset="Ability" uniqueness="unique">

Add a --> after </thing> 4 lines down, so the whole section for xImmRust looks like this:

<!--
<thing id="xImmRust" name="Immune to Rust" description="Immune to rusting effects." compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="rust"/>
<tag group="SpecType" tag="Immune" name="Immunity" abbrev="Immunity"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
</thing>
-->


BoomerET
I don't actually know where there are lines of code. When I enter stuff, I never see these "lines." I just enter it in the editor. Where are these lines at? How do I see them?
blzbob is offline   #304
ShadowChemosh
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Old September 18th, 2012, 07:02 PM
Quote:
Originally Posted by blzbob View Post
I don't actually know where there are lines of code. When I enter stuff, I never see these "lines." I just enter it in the editor. Where are these lines at? How do I see them?
A fix will be out in a matter of hours. I would just suggest waiting. What he is talking about is going after the RAW XML actually. Not something I would suggest as good way of going. One mistake and the .user file is totally useless.

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.
ShadowChemosh is offline   #305
blzbob
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Old September 18th, 2012, 07:13 PM
Thanks Shadow. I'll be patient.
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ShadowChemosh
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Old September 18th, 2012, 07:34 PM
Quote:
Originally Posted by blzbob View Post
Thanks Shadow. I'll be patient.
And its 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.
ShadowChemosh is offline   #307
ShadowChemosh
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Old September 18th, 2012, 07:35 PM
Hello All,

New Updates.

Latest Updates September 18, 2012

New PFRPG_Adjustments.user September 18, 2012. by ShadowChemosh. New adjustments file that holds many useful adjustments for both players and DMs. This is in the zMisc folder. This .user file adds all the following with the latest updates in blue.
  • Added "Weapon Hide on Print out" adjustment that prevents a weapon from being outputted to a character sheet.
  • Added "Weapon Elemental Dmg, Custom" adjustment which allows you to set the custom text that gets displayed next to a weapon. So if you select this adjustment and set it say "+2d6 Butter" than a dagger would read "1d4+2d6 Butter" for its damage.
  • Updated the adjustments that added elemental wording to use the new Pathfinder v7.0 methods.
  • Changed the name of the elemental weapon adjustments to be "Weapon Elemental Dmg" so they all sort together.
  • Changed "Weapon Bane Dmg" to work with the new enhancements to Bane weapons in Pathfinder v7.0.
  • "Weapon: Vicious Dmg" adjustment has been depreciated with the new changes done in Pathfinder v7.0. You should remove from your character as this adjustment will be removed in a future update.
  • With the new "Save All" mechanic added I added the following new adjustments: Saving Throw, All (Alchemical); Saving Throw, All (Circumstance); Saving Throw, All (Enhancement); Saving Throw, All (Insight); Saving Throw, All (Luck), Saving Throw, All (Morale); Saving Throw, All (Profane); Saving Throw, All (Resistance); Saving Throw, All (Sacred); Saving Throw, All (Trait).
  • Added new "Saving Throw, Situational Modifiers" that allows you to set a custom situation modifier for your character. In example lets say you have an ability called "Shadow Fire" that gives a +2 bonus vs Fireballs on Reflex saves. You add this adjustment then select "Reflex" from the drop down menu. In the "(Source)" area you type in "Shadow Fire" and in the "(Duration)" area you type in "+2 vs Fireball". Now HL will display the "Shadow Fire: +2 vs Fireball" on the Reflex saving throw.
  • Added "Racial Ability, Disable" adjustment that allows you to pick a Racial Ability and disable it. Please note that why this will work most of time somethings in HL are not coded to stop working when disabled.
  • Added "Weapon Order" that allows you to change the display order of weapons both in HL and a printed character sheet. Please read the detailed help on the adjustment for how this works. What you are doing is setting the Priority of the weapon in the list to a value of 1 to 10. The default value is zero so a weapon set to 1 will display before all the zero priority weapons. A weapon set to 2 is displayed before all the priority 1 and 0 weapon in the list etc etc...
  • Added "Weapon Flurry: Melee Attack Bonus" and "Weapon Flurry: Ranged Attack Bonus" adjustments which allow adjusting the new "Flurry" values that HL added in Pathfinder v6.20.
  • Added "Natural Weapon: Size" adjustment that increases or decreases the die size of a natural weapon.
  • Added "Caster Level" adjustment to just change the caster level of a single class.
  • Added Betsuni's "Weapon CMB" weapon adjustment that adjusts HL's global values based on the weapon you equip. This is useful when using HL software at the game table. So you activate the adjustment and then when you equip a Flail HL will show the +2 bonus you have on CMB Disarm manuevers.
  • Added new "Weapon Bonus" that gives a bonus to both attack and damage at the same time. No more need for two separate adjustments.
  • Added new "Character Sheet: DM" adjustment that causes everything on your character to print to your character sheet. This includes racial specials that don't normally print to your sheet. This is very useful when sending a pdf of your character to a DM who does not have Hero Lab. Abilities that provide static bonus to skills in example don't print to a character sheet. Making it very hard for a DM to figure out what is going on.
  • Added new "Weapon: Custom Text" adjustment so you that whatever you type into the (Source) box gets displayed next to your weapon in HL or on a printed character sheet. For all those looking for Flurry of Blows this is a nice comprise for now as you can type in your FoB values yourself to remind you during the game.
  • Added new "Weapon: Bane Dmg" adjustment so that you can correctly apply the Bane weapon property bonus to a weapon and have it remind you of the +2d6 damage.
  • Added new "Weapon: Vicious Dmg" adjustment so that you can display the +2d6, 1d6 to self damage next to your vicious weapon.
  • You can now add any of the following natural attacks to any creature/race/character. Once added you can easily adjust what the name of the natural attack is and you can up or down the die size. The natural weapons added are: Bite, Claw, Gore, Slam, Sting, Tail Slap, Talons, and Wing.
  • The Grab special attack is added as an adjustment now. Once added the Grab racial ability will display on the character. You then select the attack this is associated to and the wording " (plus grab)" shows next to the natural attack to remind you.
  • Poison Attacks added. You select the type of poison ie (Natural Weapon: Poison, CON) would add a CON damaging poison. Then you select the natural weapon the poison is associated to so that the wording " (plus CON poison)" displays next to the natural attack. Then use the counter to set the die size (ie 1d4, 1d6), the (source) section lets you set the number of additional saves required. Finally the duration section lets you set the number of rounds the poison lasts for with 1 round as the default.
  • Saving Throw for each specific bonus type (ie Alchemical, Circumstance, Enhancement, Insight, Luck, Morale, Profane, Resistance, Sacred and Trait). These will NOT stack with a similar type of bonus. I needed this for my own games so my players could do quick adjusts by bonus type.
  • Armor Class adjustments for the following: Armor, Deflection, Dodge, Natural, Shield, and Touch.
  • Damage Reduction adjustment that lets you either remove DR, change DR to a different type (ie from Slashing to Evil) or adjust the DR value to what ever you wish. You can also use this adjustment to REMOVE the DR of a creature. The Damage Reductions included are: -, Adamantine, Bludgeoning, Evil, Good, Magic, Piercing, Silver, and Slashing.
  • Weapon CMB/CMD adjustments. These adjustments let you add additional information to your weapons. For example lets say you have a weapon that gives a +2 CMB when doing trip. You would select the "Weapon Trip: CMB" adjustment, select your weapon, and set the counter to +2. The wording of "Trip-CMB+" will appear next to your weapon with your current Trip CMB value including the +2 from the adjustment. So if your character currently has a +10 to trip it would read "Trip-CMB+12" next to your weapon. The adjustments are the following: Weapon Trip: CMB, Weapon Trip: CMD, Weapon Disarm: CMB, Weapon Disarm: CMD, Weapon Sunder: CMB, Weapon Sunder: CMD, Weapon: CMB, Weapon: CMD.
  • Weapon elemental damage. These adjustments let you add the wording of +1d6 next to a weapon. The ones included are for: Acid, Cold, Electricity, Fire, and Sonic.
  • Weapon Crit Multiplier - Lets you set the critical multiplier of a weapon from x2 to x4.
  • Weapon Crit Range - Lets you set the critical threat range of a weapon from 10 to 20. You use the counter to set the range so a counter value of 1 would give the weapon a 19-20 crit range. A value of 2 gives it a 18-20 crit range and so on.
Download PFRPG_Adjustments.user at d20pfsrd in the zMisc folder at the very bottom.

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.
ShadowChemosh is offline   #308
JolarEQ
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Join Date: Sep 2012
Posts: 88

Old September 20th, 2012, 09:47 AM
Quote:
Originally Posted by ShadowChemosh View Post
Added "Weapon Hide on Print out" adjustment that prevents a weapon from being outputted to a character sheet.
Woo! Thanks a lot for this!

(Will not ask about armor... will not ask about armor...)
JolarEQ is offline   #309
ShadowChemosh
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Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old October 10th, 2012, 08:08 PM
Hello All,

New Updates.

Latest Updates October 10, 2012

New PFRPG_Adjustments.user October 10, 2012. by ShadowChemosh. New adjustments file that holds many useful adjustments for both players and DMs. This is in the zMisc folder. This .user file adds all the following with the latest updates in blue.

Please note I have added this to the Powered By Hero Lab feature. So that if you wish future updates will auto-notify you about it. It can be found under the name "ShadowChemosh Adjustments (vX.X)".
  • Added in ValaraukarU's "Skill Bonus, Situational" adjustment that allows for adding situational text bonuses to Skills.
  • Added in "Weapon Unarmed Strike" adjustment that will add a 2nd Unarmed Strike to your character. This is useful if you want to setup two-weapon fighting with unarmed strikes.
  • Added "Weapon Hide on Print out" adjustment that prevents a weapon from being outputted to a character sheet.
  • Added "Weapon Elemental Dmg, Custom" adjustment which allows you to set the custom text that gets displayed next to a weapon. So if you select this adjustment and set it say "+2d6 Butter" than a dagger would read "1d4+2d6 Butter" for its damage.
  • Updated the adjustments that added elemental wording to use the new Pathfinder v7.0 methods.
  • Changed the name of the elemental weapon adjustments to be "Weapon Elemental Dmg" so they all sort together.
  • Changed "Weapon Bane Dmg" to work with the new enhancements to Bane weapons in Pathfinder v7.0.
  • "Weapon: Vicious Dmg" adjustment has been depreciated with the new changes done in Pathfinder v7.0. You should remove from your character as this adjustment will be removed in a future update.
  • With the new "Save All" mechanic added I added the following new adjustments: Saving Throw, All (Alchemical); Saving Throw, All (Circumstance); Saving Throw, All (Enhancement); Saving Throw, All (Insight); Saving Throw, All (Luck), Saving Throw, All (Morale); Saving Throw, All (Profane); Saving Throw, All (Resistance); Saving Throw, All (Sacred); Saving Throw, All (Trait).
  • Added new "Saving Throw, Situational Modifiers" that allows you to set a custom situation modifier for your character. In example lets say you have an ability called "Shadow Fire" that gives a +2 bonus vs Fireballs on Reflex saves. You add this adjustment then select "Reflex" from the drop down menu. In the "(Source)" area you type in "Shadow Fire" and in the "(Duration)" area you type in "+2 vs Fireball". Now HL will display the "Shadow Fire: +2 vs Fireball" on the Reflex saving throw.
  • Added "Racial Ability, Disable" adjustment that allows you to pick a Racial Ability and disable it. Please note that why this will work most of time somethings in HL are not coded to stop working when disabled.
  • Added "Weapon Order" that allows you to change the display order of weapons both in HL and a printed character sheet. Please read the detailed help on the adjustment for how this works. What you are doing is setting the Priority of the weapon in the list to a value of 1 to 10. The default value is zero so a weapon set to 1 will display before all the zero priority weapons. A weapon set to 2 is displayed before all the priority 1 and 0 weapon in the list etc etc...
  • Added "Weapon Flurry: Melee Attack Bonus" and "Weapon Flurry: Ranged Attack Bonus" adjustments which allow adjusting the new "Flurry" values that HL added in Pathfinder v6.20.
  • Added "Natural Weapon: Size" adjustment that increases or decreases the die size of a natural weapon.
  • Added "Caster Level" adjustment to just change the caster level of a single class.
  • Added Betsuni's "Weapon CMB" weapon adjustment that adjusts HL's global values based on the weapon you equip. This is useful when using HL software at the game table. So you activate the adjustment and then when you equip a Flail HL will show the +2 bonus you have on CMB Disarm manuevers.
  • Added new "Weapon Bonus" that gives a bonus to both attack and damage at the same time. No more need for two separate adjustments.
  • Added new "Character Sheet: DM" adjustment that causes everything on your character to print to your character sheet. This includes racial specials that don't normally print to your sheet. This is very useful when sending a pdf of your character to a DM who does not have Hero Lab. Abilities that provide static bonus to skills in example don't print to a character sheet. Making it very hard for a DM to figure out what is going on.
  • Added new "Weapon: Custom Text" adjustment so you that whatever you type into the (Source) box gets displayed next to your weapon in HL or on a printed character sheet. For all those looking for Flurry of Blows this is a nice comprise for now as you can type in your FoB values yourself to remind you during the game.
  • Added new "Weapon: Bane Dmg" adjustment so that you can correctly apply the Bane weapon property bonus to a weapon and have it remind you of the +2d6 damage.
  • Added new "Weapon: Vicious Dmg" adjustment so that you can display the +2d6, 1d6 to self damage next to your vicious weapon.
  • You can now add any of the following natural attacks to any creature/race/character. Once added you can easily adjust what the name of the natural attack is and you can up or down the die size. The natural weapons added are: Bite, Claw, Gore, Slam, Sting, Tail Slap, Talons, and Wing.
  • The Grab special attack is added as an adjustment now. Once added the Grab racial ability will display on the character. You then select the attack this is associated to and the wording " (plus grab)" shows next to the natural attack to remind you.
  • Poison Attacks added. You select the type of poison ie (Natural Weapon: Poison, CON) would add a CON damaging poison. Then you select the natural weapon the poison is associated to so that the wording " (plus CON poison)" displays next to the natural attack. Then use the counter to set the die size (ie 1d4, 1d6), the (source) section lets you set the number of additional saves required. Finally the duration section lets you set the number of rounds the poison lasts for with 1 round as the default.
  • Saving Throw for each specific bonus type (ie Alchemical, Circumstance, Enhancement, Insight, Luck, Morale, Profane, Resistance, Sacred and Trait). These will NOT stack with a similar type of bonus. I needed this for my own games so my players could do quick adjusts by bonus type.
  • Armor Class adjustments for the following: Armor, Deflection, Dodge, Natural, Shield, and Touch.
  • Damage Reduction adjustment that lets you either remove DR, change DR to a different type (ie from Slashing to Evil) or adjust the DR value to what ever you wish. You can also use this adjustment to REMOVE the DR of a creature. The Damage Reductions included are: -, Adamantine, Bludgeoning, Evil, Good, Magic, Piercing, Silver, and Slashing.
  • Weapon CMB/CMD adjustments. These adjustments let you add additional information to your weapons. For example lets say you have a weapon that gives a +2 CMB when doing trip. You would select the "Weapon Trip: CMB" adjustment, select your weapon, and set the counter to +2. The wording of "Trip-CMB+" will appear next to your weapon with your current Trip CMB value including the +2 from the adjustment. So if your character currently has a +10 to trip it would read "Trip-CMB+12" next to your weapon. The adjustments are the following: Weapon Trip: CMB, Weapon Trip: CMD, Weapon Disarm: CMB, Weapon Disarm: CMD, Weapon Sunder: CMB, Weapon Sunder: CMD, Weapon: CMB, Weapon: CMD.
  • Weapon elemental damage. These adjustments let you add the wording of +1d6 next to a weapon. The ones included are for: Acid, Cold, Electricity, Fire, and Sonic.
  • Weapon Crit Multiplier - Lets you set the critical multiplier of a weapon from x2 to x4.
  • Weapon Crit Range - Lets you set the critical threat range of a weapon from 10 to 20. You use the counter to set the range so a counter value of 1 would give the weapon a 19-20 crit range. A value of 2 gives it a 18-20 crit range and so on.
Download PFRPG_Adjustments.user at d20pfsrd in the zMisc folder at the very bottom.

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.
ShadowChemosh is offline   #310
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