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-   -   D&D 5e Community Pack (http://forums.wolflair.com/showthread.php?t=55090)

Mergon April 17th, 2018 07:43 PM

A lot of spells that were entered by HeroLabs itself need to be flagged as concentration. As it is, the only way to tell is that if the duration includes the words 'up to" then you know its a concentration spell. I keep hoping that HeroLab will get around to fixing this one day.

ShadowChemosh April 17th, 2018 07:52 PM

Quote:

Originally Posted by Mergon (Post 265653)
A lot of spells that were entered by HeroLabs itself need to be flagged as concentration. As it is, the only way to tell is that if the duration includes the words 'up to" then you know its a concentration spell. I keep hoping that HeroLab will get around to fixing this one day.

If Concentration is a "tag" then you can use the editors *Extend tab to add the tag yourself to the spells.

RavenX April 23rd, 2018 02:42 PM

Also, The Duergar dwarven subrace in the community data is showing its innate spellcasting spells too soon on the spells tab. They should show at levels 3 and 5, not 1st level. See the tiefling in Hero Lab to see how this was implemented so you can get it working right. It should only show these spells at the level's they are granted. I'd flag this to look through other races that were added by the community to see if this is a consistent issue across the board.

Astroneil May 10th, 2018 01:09 PM

Hey everyone, I'm wondering if there's a way to add a custom companion to the UA Ranger. When I add the companion via the UA Ranger, there doesn't seem to be a way to do it, and when I add an NPC, it doesn't give me the option to add my prof bonuses, let them roll hit dice for extra HP, or choose extra skill proficiencies for it.

Even if I had to edit some files or something of the sort, I'd love it if someone could point me at a tutorial. Thanks a bunch.

daplunk May 29th, 2018 04:50 AM

Just a throw out to all the Hero Lab Editor Warriors amongst us. Most of the usual suspects who work on the Community Pack are snowed down with real life. Apparently it's a thing that blocks gaming time. All attempts to convince my 2 year old that he needs to give me more time on this stuff has fallen on deaf ears so far this year.

So if there are any lurkers around who know how to enter monsters word on the street is there is a good 116 new ones that need doing.

Feel free to shoot me a pm if you would like to contribute.

If you would like to learn how to enter monsters you can watch my videos HERE and HERE. Monsters are great as they are generally just displaying information and don't require any fancy code to get them working.

daplunk May 29th, 2018 06:19 AM

To get the ball rolling I have just pushed the first monster to the Github. The file structure necessary is now in place.

Anyone new to the editor should be able to use this to learn how to create other monsters.

Issue 834 has been raised to assist with group organisation.

Many hands make light work ;)

Mergon May 29th, 2018 06:22 AM

Once I am done with the subraces and other parts of MToF, I'll do what I can with monsters.

Ever since my minor stroke back in Mat 2017 my HL scripting take far long than I'd like.

daplunk May 29th, 2018 06:27 AM

:( That sucks mate.

Personally my scripting has always taken forever. But that's all to do with my lack of skill.

Mergon May 29th, 2018 06:30 AM

Once I get the first of an item's frameworks done, the following ones usually go smoothly <cross fingers>

Usually this stuff doesn't take long whereas creatures are usually just a matter of grinding away. :)

daplunk May 29th, 2018 01:51 PM

I think I might be able to speed the monsters up by parsing the data in. I've done it before very successfully with spells. It wouldn't do the whole monster but get the basics in ready for the special abilities to be made and added. I just don't have time to play with the idea.


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