Does anyone know the formula to add bonus HP per hit die/level?
I'm trying to create the mighty template and it adds
A mighty creature gains +10 bonus hit points per Hit Die (minimum +50) Amongst other things. I've tried hunting for something that adds HP per hit die to adapt but I haven't found any so I'm wondering does anyone know the fomula to do this off the top of their head please? Otherwise I'll just keep hunting, thanks in advance for any help. |
Off the top of my head, I'd have a look at scripts on the Toughness feat (which adds 1 hp/lvl, min 3). Not near HL to see whether it's indeed helpful.
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Stupid password difficulties.
Good idea thanks, I hadn't thought of that. The scripts there do nothing in the template but I'll play around and see if I can figure out why. ~ If we are using the wounds and vigor variant we need to adjust for that if (hero.tagis[source.UCWound] <> 0) then ~ our bonus is our hit dice field[abValue].value += herofield[tHitDice].value else ~ our bonus is our hit dice or 3, whichever is higher field[abValue].value += maximum(herofield[tHitDice].value, 3) endif and ~ If we're disabled, do nothing doneif (tagis[Helper.FtDisable] <> 0) ~ If we are using the wounds and vigor variant we need to adjust for that if (hero.tagis[source.UCWound] <> 0) then ~ add that bonus to our wounds total container.child[Wounds].field[wndFeat].value += field[abValue].value else ~ add that bonus to our hit points container.child[Totals].field[tBonusHP].value += field[abValue].value endif |
There's an adjustment, it's either part of hero lab entirely or part of the Community Package.
You can add X hit points per level with it. That does exactly what you're looking for, so I'd look at that. |
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Good to get confirmation on the or else part I thought I could just cut the first half of that but until I got it adding the hp that was just being left alone to keep it as close to the toughness feat. |
Phase and Priority are essential, they determine the timing on when the script runs. Keep in mind this script is adding the bonus directly to the class levels not the overall hp.
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Senko, that code from post #2 in this thread is what you put in an eval script on the template itself? Or was this on an ability bootstrapped from the template? Because that shouldn't have even compiled if it was on the template - the abValue field does not exist on the "Template" compset, the way it does on the "Feat" compset.
You'll need to use a variable instead - replace all references to abValue with the variable. Code:
var hitpointstoadd as number Also, in the second section of that template, Helper.FtDisable is a test that is only relevant to feats. |
Ok in order . . .
1) It was in the eval script on the template itself. It not compiling would explain why it didn't add hp I thought I had an invalid identifier in there good to know I was on the right track even if it would probably have taken me a lot longer to track it down. 2) Thanks for the correct variable I'll play around with it when I have some more time. I'm obviously still entering it wrong as its not changing anything. 3) I'll enable that debugger. 4) So I take it . . . ~ If we're disabled, do nothing doneif (tagis[Helper.FtDisable] <> 0) ~ If we are using the wounds and vigor variant we need to adjust for that if (hero.tagis[source.UCWound] <> 0) then ~ add that bonus to our wounds total container.child[Wounds].field[wndFeat].value += field[abValue].value else ~ add that bonus to our hit points container.child[Totals].field[tBonusHP].value += field[abValue].value endif can be deleted in its entirety? Thanks for the help. |
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