• 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

Editor Qustions

Sketchpad

Well-known member
Rather than post 45 different query's on what I'm working on ... I'd rather just pop them in one thread for ease on everyone's behalf :)

Okay, I'm working on a few different things and have some questions ...

Racial
I have race I'm working on that has an increased hand to hand damage. So instead of doing 1d4 with a punch, they do 1d6. How does one do this in HL? Is there a way to create a custom natural attack?

Class/Custom Ability
I'm creating the Tome of Secret Swashbuckler in Hero Lab. I've gotten most of the info in pretty effortlessly, but have hit a few snags.
1) They have a natural dodge bonus to their AC that they gain every 5 levels.
2) They gain an increased threat range at 8th and 16th level for crits. How would one create that as a custom ability?
3) They also gain Weapon Finesse @ 1st level. Is this just taken care of under Bonus Feats?

Thanks in advance and sorry for being a pest :)
 
Racial
I have race I'm working on that has an increased hand to hand damage. So instead of doing 1d4 with a punch, they do 1d6. How does one do this in HL? Is there a way to create a custom natural attack?
I think you also asked this question in a different thread, and I've answered there.

Class/Custom Ability
I'm creating the Tome of Secret Swashbuckler in Hero Lab. I've gotten most of the info in pretty effortlessly, but have hit a few snags.
1) They have a natural dodge bonus to their AC that they gain every 5 levels.
2) They gain an increased threat range at 8th and 16th level for crits. How would one create that as a custom ability?
3) They also gain Weapon Finesse @ 1st level. Is this just taken care of under Bonus Feats?

Thanks in advance and sorry for being a pest :)

You know how to set the bonus to be +1 at 5th level and +2 at 10th level, right, and you're just asking about a dodge bonus?

In the editor, press the help menu, and find the Reference Information page. There, go to the Armor Class section, and you'll see that a Dodge bonus to AC is field[tACDodge].value, so:

hero.child[ArmorClass].field[tACDodge].value += field[abValue].value

(you've stored the amount of bonus in field[abValue].value).

#2 I'll put on my to-do list - a single threat range increase is easy - just look up the improved critical feat to figure out how to do that. The problem is that Improved Critical and the weapon's Keen special ability don't stack with each other, so Hero Lab only looks for the presence of the Helper.Keen or Broadcast.ImpCrit tags, not the total number.

I'll add a new tag that does stack with itself in the next update.

Question: does this ability stack with the Improved Critical feat or Keen weapons?

There are many examples of adding bonus feats using a class special - the Wizard's scribe scroll, the sorcerer's eschew materials, the Alchemist's brew potion and throw anything.

I'd suggest you read the class specials section of tutorial 7 - that describes how the bonus feat class specials were created for the Alchemist.
 
Okay ... I have an error message that comes up ...

"(line 126) - Thing - Invalid unique id"

How do I find this? I realize it'd be on Line 126 ... but in the editor, what does 126 stand for?
 
Okay ... I have an error message that comes up ...

"(line 126) - Thing - Invalid unique id"

How do I find this? I realize it'd be on Line 126 ... but in the editor, what does 126 stand for?
I think I can help with this as I get this allot. For me this always means I did a "New(Copy) of another Thing to look at its script. The copied Thing will have a "unique id" of say f? if it was a feat(ie Dodge) or tr? if it was a trait. You can't compile or Test Now! if you have any Things that have a Unique ID with question marks in them.

Simply find the Thing with a question mark and either delete it or give it a valid Unique Id.
 
Okay ... I have an error message that comes up ...

"(line 126) - Thing - Invalid unique id"

How do I find this? I realize it'd be on Line 126 ... but in the editor, what does 126 stand for?

The line number is critical for anyone writing data files without the use of the Editor. And the compiler only knows about line numbers, since it's simply compiling the XML data files created by the Editor.

Fortunately, the Editor provides an easy way to map everything back from the line number. Go to the Tools menu and select the Find Line Number option (or use <ctrl-L>). Enter the line number and the Editor will report the thing within which the error occurs, as well as additional context if its possible to determine.
 
By "any skill", do you mean you want to choose a specific skill and grant it a bonus, or that you want to display a +2 bonus to all skills?

Try copying things from the Adjustment section in the editor - many of them apply penalties to all skills - frightened, panicked, sickened, etc. That'll show you how to reference the all skills pick.

There are many feats and traits that grant a bonus to a specific chosen skill.


By "after an ability is used" do you mean you want this to only apply while the user has checked the Activation checkbox in the Activated Abilities section of the In-Play tab?

If that's so, check out other feats and abilities that use activations - Power Attack, the Paladin's Smite Evil ability, etc.
 
Back
Top