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Converting Eberron

Taiko Warrior

New member
Hi guys:

I am brand new to HL and scripting language in general. I am trying to convert Eberron to Pathfinder. If anyone could point me to good threads that deal with this topic, I'd appreciate it.
 
This thread you created is probably the best place.
Post the issues you are working on and people will help.
 
Also if you go to cheeswesel site (link in my sig) then bottom left of page click on Hero Forge. Then click on Pathfinder. In their is a .user file I created that has the Shifter race done with a few Pathfinder changes. Their shifting works in rounds like barbarian rage.

I also did the shifter feats which are included in the .user file. Let me know if their are any issues if you try it out as that was one of my first .user files so could maybe use some work. :p
 
Thanks. I had found the warforged one. Shifter was going to be next. I think Changling should be straight forward ..... uh, easier.
 
I am converting Eberron into Pathfinder. As this is no way official in any capacity, I'm using my judgement when I convert things. I've got all the races, the Artificer class, and about half the feats in so far. (For the Eberron Campaign Setting...NOT all the books.)
 
Anyone have ideas on how to implement the Battlefist? Given that they can be found with othere enchantments, I'm leaning towards making "Battlefist" weapon that can be enchanted with a base cost of 300 GP. But this allows them to be purchased as non-magical items, which I don't like. Anyone have other ideas?

Also, anyone know if there's an official ruling on how this item is treated with respect to iterative attacks? It claims it's a weapon, but then it talks about upgrading your natural attack from a d4 to d8. Since natural attacks don't get iterative strikes, it's a bit confusing. Also, the Slam natural attack gets STR*1.5. As a weapon, it'd just be STR. Maybe it acts as both? You can Slam for 1d8+STR*1.5, or iterative strike as a Gauntlet for 1d3+STR which would provoke without Unarmed Strike feat?

My current Eberron.user file is here: http://ormond.us/HeroLab/. I've just been cherry picking stuff from the entire Eberron pantheon of books, as they occur in our campaign. At some point I'll add some info about what exactly is included in any files at this location. For now, it includes the following:

• Living Construct (Subtype)
• Warforged (Race)
• Adamantine Body [Warforged] Feat
• Warforged (Cleric Domain)
• Construct Channel (Warforged Domain power)
 
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Please remember that most of us don't own the exact same set of books that you do, and may not have that book on hand, even if we do (I own most of the Eberron books, but they're pretty buried right now).

What's a Battlefist? How does it work? What book is it in?
 
Also, anyone know if there's an official ruling on how this item is treated with respect to iterative attacks? It claims it's a weapon, but then it talks about upgrading your natural attack from a d4 to d8. Since natural attacks don't get iterative strikes, it's a bit confusing. Also, the Slam natural attack gets STR*1.5. As a weapon, it'd just be STR. Maybe it acts as both? You can Slam for 1d8+STR*1.5, or iterative strike as a Gauntlet for 1d3+STR which would provoke without Unarmed Strike feat?
The official ruling was that it is magic item that upgrades the Warforge's slam attack. A slam attack is a natural attack and their for only ever gets a single attack roll. If used as a primary weapon it gets 1.5 on damage and if used as a secondary weapon it gets .5 damage.

The battlefist is from the Eberron Campaign Setting in the back under Wondrous items.

I would make the Battle fist a Wondrous Magic item that bootstraps the "wSlam" natural attack weapon. This way the correct str damage would get included. Also solves the issue you mention above. When they purchase the Wondrous item the Slam Attack will appear.

Then use the Helper.DamageUp to increase the size damage from 1d6 to 1d8. Then change the livename to be Battlefist.

The last part I am not sure on without checking. As a battlefist gets a +1 or greater to hit and damage. I think you may have to use a script to set that as I am not sure off the top of my head how to do that on the bootstrap itself.

P.S. - Assuming you have the warforged already with a standard 1d4 slam attack you could have a script on a Wondrous item do all the above. So this way instead of bootstrapping the wSlam the script would assign the Helper.DamageUp tag twice to the wSlam weapon that was bootstrapped by the race. The script can also give the bonus to hit and damage. You could then change the livename to be "Battlefist +X" depending on the version they purchased to make it clear on the character sheet that they have the battle fist.
 
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Please remember that most of us don't own the exact same set of books that you do, and may not have that book on hand, even if we do (I own most of the Eberron books, but they're pretty buried right now).

What's a Battlefist? How does it work? What book is it in?
Sorry, Eberron Campaign Setting page 268.

Battlefi st (attached component): This +1 weapon
resembles a massively oversized spiked gauntlet; one
designed for a Medium warforged looks like a gauntlet
designed for an ogre. It attaches to the arm of a warforged,
completely covering the hand. This component only
operates when attached and locked in place.
A battlefi st increases the damage dealt by the character’s
natural slam attack to 1d8 points of bludgeoning and
piercing damage (assuming a Medium character). Versions
with higher enhancement bonuses are not uncommon.
A warforged monk who uses a battlefi st deals increased
unarmed damage as though the character were one size larger
than actual, and he can add the battle fi st’s enhancement bonus
to his unarmed attack and damage rolls.

Thanks ShadowChemosh, I'll see if I can figure out how to do what you suggest. The scripting aspect of the Hero Lab system still gives me trouble. I'm still puzzling out what objects and macros are available, and how to use them.
 
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How do I "assign the Helper.DamageUp tag twice to the wSlam weapon that was bootstrapped by the race"? I've tried all sorts of variations in the Eval Scripts UI, and I just keep getting "Invalid use of a reserved word".

This is what I'm trying: hero.child[wSlam].tag[Helper.DamageUp]

I'm sure that's all sorts of wrong, but I can't find any example of where something like this is done. There's a lot of info about the tags available on weapons, but I can't find an example of how to use one outside of bootstrapping or the Tags UI the thing itself. How do I use the tags of a thing from another thing?
 
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Taken from the Robe, Monk's:

Code:
        else
          perform hero.child[wUnarmed].assign[Helper.DamageUp]
          perform hero.child[wUnarmed].assign[Helper.DamageUp]
          perform hero.child[wUnarmed].assign[Helper.DamageUp]
          endif
        endif
 
Thanks!

Edit -- turns out my problem was the Phase/Timing -- was using Final (Users), and noticed that the Monk's Robe was using First. Switched it up and now it's working. Thanks again!

I just stumbled across the perform/assign combo a few minutes ago here: http://hlkitwiki.wolflair.com/index.php5/Pick_Context#references

I've got this in my Eval Scripts now:

perform hero.child[wSlam].assign[Helper.DamageUp]
perform hero.child[wSlam].assign[Helper.DamageUp]

Damage code doesn't seem to change, however. I'll see what else is in the Monk's Robe.
 
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I read the page on Script Timing (http://hlkitwiki.wolflair.com/index.php5/Advanced_Script_Handling), and I placed some code to notify me of the BonEnhance field value of my pick in the Gear area, and it always tells me 0. It triggers before I've even selected the enhancement as I add the weapon, and I can tell it triggers every time I equip/unequip the weapon after it's added. Still always reads 0.

if (this.ispick <> 0) then
notify this.field[BonEnhance].value
else
notify "not a pick?"
endif

I'm trying to dynamically detect the Enhancement Bonus assigned to the Battlefist weapon and then apply it to the wSlam pick. It works fine if I hardcode the #applybonus macro, but I'd love to read the value that's chosen when they add the weapon.

Sorry for all the questions... thanks everyone for all your help!
 
What's the phase and priority of that snippet of script?

Have you tried testing many different phases, and see if you come up with an answer to when in the phase & priority order Hero Lab assigns the bonus to the weapon?
 
What's the phase and priority of that snippet of script?

Have you tried testing many different phases, and see if you come up with an answer to when in the phase & priority order Hero Lab assigns the bonus to the weapon?
I don't see any options to set the Phase/Priority in the Gear area.

I tried First, Post Attributes, and Final in the Eval Scripts area.

In all cases, notify always reported 0.

Here's the whole def for the thing:

<thing id="wBtlFist" name="Battlefist" description="This weapon resembles a massively oversized spiked gauntlet; one designed for a Medium warforged looks like a gauntlet designed for an ogre. It attaches to the arm of a warforged, completely covering the hand. This component only operates when attached and locked in place.\n\nA battlefist increases the damage dealt by the character’s natural slam attack to 1d8 points of bludgeoning and piercing damage (assuming a Medium character). \n\nA warforged monk who uses a battlefist deals increased unarmed damage as though the character were one size larger than actual, and he can add the battlefist’s enhancement bonus to his unarmed attack and damage rolls." compset="Weapon" holdable="no">
<fieldval field="gSizeCost" value="300"/>
<fieldval field="gWeight" value="6"/>
<tag group="EquipType" tag="Metal"/>
<tag group="wMain" tag="1d3_3"/>
<tag group="wProfReq" tag="Simple"/>
<tag group="wCritMin" tag="20"/>
<tag group="wCritMult" tag="2"/>
<tag group="wClass" tag="Light"/>
<tag group="wFtrGroup" tag="Natural"/>
<tag group="wCategory" tag="Unarmed"/>
<tag group="wType" tag="B"/>
<tag group="wType" tag="P"/>
<tag group="Helper" tag="GearNoSize"/>
<tag group="Helper" tag="NoPathSoc"/>
<tag group="Helper" tag="NoSelect"/>
<tag group="Helper" tag="MagicOnly"/>
<gear><![CDATA[if (this.ispick <> 0) then
notify this.field[BonEnhance].value
else
notify "not a pick?"
endif]]></gear>
<eval phase="First" priority="10000">perform hero.child[wSlam].assign[Helper.DamageUp]
perform hero.child[wSlam].assign[Helper.DamageUp]</eval>
<exprreq message=""><![CDATA[#hasrace[rWarforged] <> 0]]></exprreq>
</thing>
 
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Ah, I see. Well I tried that same if/then statement in every Phase of the Eval Scripts, and it always reports "0". I see in the wiki's Eval Scripts example that it uses a field "wpBonus", but that doesn't appear to exist for my pick -- maybe that's a d20 specific field? Am I supposed to use something other than BonEnhance?

I tried using wAttack and wBonus, and those also report 0, regardless of my Phase. Accessing gWeight does appear to work correctly.
 
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The part of the manual you're using is for all of the games in Hero Lab, and its examples tend to draw from Savage Worlds more than any other.

Each of the game systems has a game-specific editor manual -to get to it, in the editor, select the help menu, and choose the first option - "Help on Using the Editor". That may be more helpful for you.
 
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You're running into problems with having a weapon on the Custom/Magic Weapon form right now, I think. Take a look at other weapons that need to use Eval Scripts to modify their behaviors - the Sawtooth Sabre, the Meteor Hammer, brass knuckles, lance, or the aldori dueling sword.

There's some special handling you need to use for a weapon that's added to the Custom/Magic Weapon form to properly apply its effects to the custom/magic weapon.
 
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