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This was a pleasant surprise upon updating. Thank you for this. One very side case I found, though, is that since the concentration is not opened up for adjustments to affect it, I have had to add one to make up for my character's Meticulous drawback (which puts a -2 penalty on any skills with zero ranks). This is a very side case, so I doubt its worth specifically checking for, just thought I'd bring it up here.
No problem. After checking download logs I saw its a popular download so I figured I would update it and include it in a easier download. Plus I found a work around that does not require people to have the APG or UM package and it would still load. So that is a plus too.

I "thought" I had it set so that the "Skill Bonus" adjustment could affect the concentration value up/down. Anyways it is suppose to work so I will look into it for the next update...
 
No problem. After checking download logs I saw its a popular download so I figured I would update it and include it in a easier download. Plus I found a work around that does not require people to have the APG or UM package and it would still load. So that is a plus too.

I "thought" I had it set so that the "Skill Bonus" adjustment could affect the concentration value up/down. Anyways it is suppose to work so I will look into it for the next update...

You misunderstood. The Skill Bonus adjustment does affect it properly. My problem is that the Meticulous drawback also affects it, because it puts a -2 penalty on all skills that have no ranks (like this concentration skill). I am actually using the Skill Bonus adjustment to compensate for this. In the previous add-on, I think it was calculating the concentration modifier after bonuses and penalties were applied, so it didn't affect it before. It is better this way, so that the adjustment will work.
 
You misunderstood. The Skill Bonus adjustment does affect it properly. My problem is that the Meticulous drawback also affects it, because it puts a -2 penalty on all skills that have no ranks (like this concentration skill). I am actually using the Skill Bonus adjustment to compensate for this. In the previous add-on, I think it was calculating the concentration modifier after bonuses and penalties were applied, so it didn't affect it before. It is better this way, so that the adjustment will work.
Oh I see now. Yea that is a strange situation. I did remove the ability score tag so things like Circlet of Persuasion would not find the Sorcerer/Oracle skills and give a bonus.

hmmm I will keep this in mind but no good way of preventing it from finding these concentration skills is coming to mind right now.
 
So not sure if this is part of your adjustments or HL core ones or what

anyhows the flurry of blows adjustment that is supposed to apply it to a weapon won't work if you try to apply it to a unarmed strike that you add via adjustment.


So let me get into more details, first off for whatever reason unarmed strikes vanished from the Monk without any adjustments being added. Not sure why yet.

No problem we have this handy adjustment to add a unarmed strike which it does

however the damage for said strike is not adjusted by the monks class feature

Further the flurry of blows can't be applied to this unarmed strike, well rather it doesn't do anything when applied


The goal in the long run was to display two weapons, one called flurry of blows and the other called unarmed strike (or even have a in play option to turn flurry of blows on and off and adjust the unarmed strikes name accordingly.

* as a side subject would be great if power attack ect adjusted the weapon name in some way like adding a *p or something to remind players that it was on.

*another side topic, There really could use some way of editing the size of the summery windows, like for feats, weapons ect. I turn almost all of them off and it helps a little but then it just starts leaving blank space, trying to get weapons window to actually show the whole list of what it does without floating my mouse over it to get the pop up window. Course this is probably a main HL thing
 
New ShadowChemosh Adjustments released! See THIS post for download info.

v2.10 August 30, 2014 ShadowChemosh Adjustments.
  • Added more animals for Beast Shape spell adjustment.
  • Fixes to the Beast Shape spell adjustment.
  • Natural Attacks always get damage now when in Beast Shape..
  • Remove armor/shields when we polymorph except Wild armor.
  • Added section separators in the Editor for Beast Shape setup for easier inputting.
  • Added Advance Class Guide class concentration skills (ie Bloodrager, Shaman).
  • Added "Weapon Range Increment" adjustment for changing a ranged weapons Range Increment.
  • Added "Damage Bonus, Situational" adjustment for setting situational text on to your weapons.
  • Added "Spell-Like Abilities Prerequisites" adjustment for allowing your character to meet the prerequisites of feats like "Arcane Strike".

The big announcement is the first official release of "Beast Shape" spell adjustments 1 to 4. These spell adjustments allow you select a animal to polymorph into following the rules for Beast Shape. This DOES NOT require any of the bestiary packages to use or run. This also means I am not pulling the values from Bestiary packages so you don't get access to every animal/magical beast. Currently we have 52 creatures to select from.

Each creature needs to get inputted into the editor but its very easy now. Simply open a .user file and you will find a new tab "zCommunity->Adjustment, Polymorph" which is a very easy interface for adding your own animals for Eberron or your own home campaigns. No scripting is required just point and click with mouse for setup. :)

If people add missing creatures be sure to email me the .user file so I can add them in for everyone to use.

Yes this is first stage of doing the different polymorph spell adjustments like Elemental Form and Plant Shape.
 
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Beast Shape? Thank you VERY much. :)

Can I assume that if I were to add my own creatures to the BeastShape .usr file, when the next update is installed it will overwrite them all?
 
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Beast Shape? Thank you VERY much. :)

Can I assume that if I were to add my own creatures to the BeastShape .user file, when the next update is installed it will overwrite them all?
Correct. So instead make a NEW .user file to store your new creatures in. If these are from Paizo books feel free to share. :)

Please note I am also missing the "Breath Weapon" setup for Magical Beasts. It will be added in a future update.
 
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I have downloaded the program through the update page of Herolab (I don't know anything about developing it), but I see only 4 animals:
Antelope, Babbon, Elands, Leopard.
what I am missing?
For what level? In example BS1 only shows medium and small animals. So that add BS4 and it can see all forms so would display all.
 
Thanks for the update, Shadow. Any idea when the fix for the shield bash name changing when used with Weapon Order will be in?
 
Thanks for the update, Shadow. Any idea when the fix for the shield bash name changing when used with Weapon Order will be in?
Yea sorry I ran out of time and didn't get to that yet. Will take a look soon....

So I did just now and I found the issue. Helps when one has more sleep. I found a better way to identify "Custom Items" so that the script sees that this shield is one. So its fixed. I put out an updated 2.10 version of the file. So you will need to manually re-download v2.10 and let it overwrite everything and you should be good to go. :)
 
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Found an issue with the Weapon Bonus adjustment. When applying it to a masterwork weapon, it does not remove the +1 to hit from the masterwork. Found this while trying to set up various Arcane Pool adjustments.

EDIT: Did some looking, and since this is being added as an untyped bones (field Bonus), it is stacking with masterwork, which is coded as an enhancement bonus to attack only (atrBonEnh and atmBonEnh). I copied it to a new adjustment that adds its adjustment value to BonEnhance, and all works well.
 
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Found an issue with the Weapon Bonus adjustment. When applying it to a masterwork weapon, it does not remove the +1 to hit from the masterwork. Found this while trying to set up various Arcane Pool adjustments.

EDIT: Did some looking, and since this is being added as an untyped bones (field Bonus), it is stacking with masterwork, which is coded as an enhancement bonus to attack only (atrBonEnh and atmBonEnh). I copied it to a new adjustment that adds its adjustment value to BonEnhance, and all works well.
Its a "Weapon BONUS" adjustment. Not a "Enhancement Bonus" adjustment. Its in the same "area" as the LW adjustments but it prevents the need of adding both an Attack Bonus and a Damage Bonus adjustment.

If you wanted to apply a "Enhancement" bonus use the "Equipment, Weapon Enhancement". Opps which I just noticed does not allow the selection of a MW dagger. So that I do need to fix. :)
 
Its a "Weapon BONUS" adjustment. Not a "Enhancement Bonus" adjustment. Its in the same "area" as the LW adjustments but it prevents the need of adding both an Attack Bonus and a Damage Bonus adjustment.

If you wanted to apply a "Enhancement" bonus use the "Equipment, Weapon Enhancement". Opps which I just noticed does not allow the selection of a MW dagger. So that I do need to fix. :)

I'll be honest, I never even noticed the 'Equipment, Weapon Enhancement' adjustment, as I was only looking down with all the 'Weapon ....' adjustments. That adjustment, even if it did allow selecting Masterwork only weapons, wouldn't fit the bill to use for Arcane Pool, as it doesn't handle basic (non-custom) weapons either.

While your at it, now that I look at that script for that adjustment, it looks like it only sets the Melee attack (atmBonEnh) and Melee Damage (dmmBonEnh) enhancement bonuses. There are also separate bonuses (atrBonEnh & dmrBonEnh) for Ranged weapons that this would have to set as well.
 
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I'll be honest, I never even noticed the 'Equipment, Weapon Enhancement' adjustment, as I was only looking down with all the 'Weapon ....' adjustments. That adjustment, even if it did allow selecting Masterwork only weapons, wouldn't fit the bill to use for Arcane Pool, as it doesn't handle basic (non-custom) weapons either.
Yep just fixed this also. I have to stop writing scripts after working 12hrs. :)

While your at it, now that I look at that script for that adjustment, it looks like it only sets the Melee attack (atmBonEnh) and Melee Damage (dmmBonEnh) enhancement bonuses. There are also separate bonuses (atrBonEnh & dmrBonEnh) for Ranged weapons that this would have to set as well.
Yep this is also fixed.

At the time I was adding for specific melee weapons which is just "dumb". I have opened it up to be allot more general and to work with all types of weapons now (Specific Weapons (ie Adamantine Battleaxe, MW Weapons, +1 weapons, and normal mundane weapons). :D
 
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New ShadowChemosh Gaming Addon released! See THIS post for download info.

v2.11 November 25, 2014 ShadowChemosh Gaming Addon.
  • Misc Fixes to many adjustments.
  • Weapon CMB adjustment has been fixed to work correctly with all the new bonus types, spell adjustments, and Power Attack.
  • Fixed Weapon Order fixed to work with Magic Shield Attacks.
  • Added the Underwater/Swimming condition.
  • Added Feat: Values adjustment for adjusting the Values of a feat up or down.
  • Added Equipment: Values adjustment for adjusting the Values of a selected piece of gear up or down.
  • Added Race, Number of Hands to adjust the number of hands/arms a creature has.
  • Added Class Ability: Values to adjust Value 1, 2, 3, 4, or 5 fields. This new adjustment makes use of the new 2nd selector so I have deprecated the old Class Ability: Value1 through 4 adjustments.
  • Added Class Ability, Remove Tracker that allows for making a class ability no longer be tracked on the In
  • Play tab.
  • Added Class Ability, Add Tracker that allows for making a class ability be trackable on the In
  • Play tab.
  • Added Custom Text: Ability and Custom Name: Ability for changing the names of a Race or Class ability.
  • Added Skill Bonus, Situational-All Ability Score for setting a situational note on all skills of the selected ability score.
  • Added Weapon Attacks: Force Extra High for forcing a weapon to display a 2nd attack at the characters highest base attack bonus.
  • Added Weapon Attacks: Force Single Attack for forcing a weapon to having only a single attack display.
  • Added Equipment, Notes that allows you to append up to 100 characters to a selected piece of gear description text.
  • Added Race, Over/Under sized Weapons adjustments that changes the sized weapons your race can wield. So if you are size medium then undersized weapons means you can only use size Small weapons. If you apply Oversized weapons then you can use medium or large sized weapons.
  • Added Skill Bonus, Type adjustment that allows for adjusting a skill bonus by the selected bonus type.
  • Added Vital Strike feat that can be activated on the In-Play tab. This was merged in from the old Beta Thread.
  • Added auto-calculating spellbooks gear items. For more info see THIS post.
  • Added Claw Blades gear item from this THREAD.

The big announcement is changing the name of this package to Gaming Addon as it will contain not just adjustments anymore. It now has Vital Strike feat that can be activated on the In-Play tab. Claw Blades that can be enhanced as magic weapons. And my Auto-calculating spell books. This is the first stage of changes to the community packages.
 
First off, your adjustments are awesome as usual. Not sure if requests are taken in this thread? This might even be doable already since there are so many things in Herolab and your adjustments, but I've tried and couldn't find it.

I would like to show a weapons CMB for a certain maneuver type with the weapon. I see you have it, but I'm not sure it works the way I thought weapon CMB works, maybe I'm wrong on that? Here is an example.

I've got an Eidolon with natural attack Bite, snatch, and a amulet of mighty fists +1. In Herolab Basics it says his CMB is +29 and his Grapple is 33 (+4). All good. If I add your Weapon: CMB adjustment with a 0 as a test it lists a CMB for that weapon as 29, but it should be one higher because of the amulet, shouldn't it? If I add the grappled condition it goes down by two (this is where I need a specific adjustment for weapon: Grapple CMB so it knows not to do a -2 when grappling). If I checkmark magic fang Bite +3 the bite attack goes up, but the Bite CMB doesn't.

Edit: after another user mentioned you don't get attack bonuses on grapple checks I did some research. This is correct except for one exception. If the grapple check was part of an attack that has the grab ability. Then the attack's bonuses apply. Magic fang and or Amulet of mighty fists along with Haste, Prayer, etc. should all apply.
And I really think a Weapon: Grapple CMB adjustment would be useful so that when applying the grapple condition the CMB for that specific weapon doesn't go down -2.

Thanks for such awesome addons to Herolab!

Konrad
 
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