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rob
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Join Date: May 2005
Posts: 8,232

Old January 3rd, 2007, 05:31 AM
Hero Lab V1.0c is now available. This new release includes
preliminary editing capabilities, so you can now start to play around
with adding your own custom material. Please remember that the
editing functionality will be substantially refined and expanded over
the next few weeks.

Comments and feedback about the overall way editing is handled are
quite welcome. Just don't complain that it's not completed yet or
that there are some behavioral bugs with editing that need to be
fixed - we know about that stuff and will be getting them addressed. :-)

Thanks, Rob

---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (408) 927-9880
Lone Wolf Development www.wolflair.com
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Brand
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Join Date: Nov 2006
Posts: 14

Old January 3rd, 2007, 10:27 AM
Not a complaint and probably something you are working on.

Example - Prerequisites - Currently it appears you need to know some very basic programming concepts. It would be nice if you could have say a Drop Down to pick a feat or a skill or other choice as a prerequisite and then add the specific.

Feat "Advanced Cleave" -> Drop down in prerequisite for feats needed - Cleave. Drop Down for ability - Str - then add the Str score needed 15.

Not sure of you have thought of this or if you plan a large How To on adding information.

Also a choice for new Items of any type - Magic or Mundane - Weapons, Armor etc.
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rob
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Join Date: May 2005
Posts: 8,232

Old January 3rd, 2007, 01:48 PM
If we were writing Hero Lab exclusively for d20, then we could definitely look into doing pre-requisites as you suggest. The problem is that everything we do in HL has to be competely generic so that it can be adapted to other game systems (we'll be announcing licenses for at least two more game shortly). That being said, there may be some additional ways in which we can improve things further, so I'm going to spend some time thinking about this.

In the interim, you technically don't need any programming skills to write pre-requisites. What you can do is copy an existing feat that is similar in behavior and then just tweak it. For example, Advanced Cleave is just like Cleave in that there is a dependence on anohter feat and a minimum attribute score. So start by copying Cleave in the editor, rename it to Advanced Cleave, and then modifying the pre-requisites is as easy as changing two values. You actually don't have to have any clue about what the script code actually is doing to get this to work. :-)

The ability to add your own custom weapons, armor, and other magic items is not yet included in the editor. It will be added in a subsequent release as we get the editor functionality fully into place. The next thing planned for inclusion is classes, so it would be after that.

Hope this helps,
Rob


At 11:27 AM 1/3/2007, you wrote:

Quote:
Not a complaint and probably something you are working on.

Example - Prerequisites - Currently it appears you need to know some very basic programming concepts. It would be nice if you could have say a Drop Down to pick a feat or a skill or other choice as a prerequisite and then add the specific.

Feat "Advanced Cleave" -> Drop down in prerequisite for feats needed - Cleave. Drop Down for ability - Str - then add the Str score needed 15.

Not sure of you have thought of this or if you plan a large How To on adding information.

Also a choice for new Items of any type - Magic or Mundane - Weapons, Armor etc.
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Brand
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Join Date: Nov 2006
Posts: 14

Old January 8th, 2007, 06:47 AM
Thanks for the info. I was just thinking from ease of use. I work in the computer industry as well. I can think of some of the mistakes that can happen otherwise. Too bad this could not be tailored a bit to each game type.
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