Actually, bodrin, in Pathfinder, that feat is:
Code:
~If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0
#resmax[resSkill] += 5
I was just using the code example from a dataset that i have in the D20 System as an example, however taking the code above which is much simpler
The ~ comment line is easily read and understandable.
But "
doneif (tagis[Helper.FtDisable] <> 0" isn't to a user that doesn't program or understand the mathematical symbols or even what FTDisable is!
The macro command
#resmax[resSkill] += 5 to a non programmer is confusing.
Broken down into the component parts from a non programmers point of view :- What does
resmax mean? What does
resSkill mean? What does
+=5 mean? What is
Helper.FTDisable?
To you guys that have developed the editor and Hero Lab its second nature because you use it every day.
To a gamer that just wants to add that cool new stuff from a book that isn't supported it isn't second nature.
Competence, Profane and Enhancement bonuses are added with the #applybonus macro:
Code:
#applybonus[BonComp, hero.child[skSwim], 4]
(+4 Competence bonus to swim)
(The list of possible bonus types is in the Reference Information page in the editor manual)
Again this is an easiliy applied macro but the only understandable parts to a non programmer is the ApplyBonus and the skSwim statement.
Again broken down What is BonComp? What is Hero.Child?
I know that BonComp is a Competence Bonus, and i'm almost certain that Hero.Child refers to the character and a tag or pick on that character but from a non programmers point of view it isn't that obvious.
When you say you want to add a reference to an ability, are you asking for the attribute's final value? The base value (for a pre-req of INT 13+)? Or the attribute bonus? There are so many things a person could be trying to look up.
If you can't remember what Intelligence's Id is, press the "Find Thing" button at the top right of most of the forms, set the filter to "Attribute", and then select intelligence from that list, and HL will enter INT's Id for you. Is that sort of thing helpful for the sort of "selection list" you're looking for?
I was just using the ability modifiers as an example of something that could be theoretically implemented and made easier to the end user that isn't a programmer.
A suggested sequence of events to add an ability modifier using buttons that write the correct code for you instead of typing it into the Eval Script, Pre req Script fields.
Enter the Custom Data name and description in the proper fields Manually.
Click a button that generates a unique ID name for the Custom Data parsing it and checking for any duplicates already in the data files.
Click the Bonus Button, which then asks what type of bonus or custom modifier the user requires.
Click the What type of bonus button, which then asks what does the bonus apply too.
Click the applicable stat, ability, feat, skill or other thing button and enter the modifier into a value field.
The editor behind the scenes writes the code with each button press.
So for your Pathfinder example at the top
Apply a +4 Competence bonus to the swim skill, requires three button presses, one tick box and typing 4 into a value field.
Bonus, Bonus type, Applies to Skill, Tick Swim, Enter 4 in a Value field.
Code produced "#applybonus[BonComp, hero.child[skSwim], 4]"
Simpler and quicker.
The button driven menu can be expanded to enter home brew custom stuff too.
After all the diverse range of feat descriptors that grew from the original SRD source was huge Tactical, Divine, Teamwork Feats.
Skill Tricks, Energy Focus and a whole smorgasbord of crunchy custom stuff that needed to be coded long hand, tested and verified, bootstrapped, gizomoed.
Quite daunting to new users, A simpler method of entering data would be beneficial to all, and anybody that wants to study the code also has the long hand option too!
Just my thoughts on an improvement to the editor, and only offered as constructive criticism.
The Hero Lab Program is amazing and you guys at Lone Wolf have provided us gamers with a great product that goes from strength to strength.