Member
Join Date: Jun 2018
Posts: 83
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Yes, those were definitely missing. I added them in, but I'm still getting all kinds of trash in the dropdown boxes. Here is the latest code:
Code:
<thing id="cBerPRDewbInst" name="Dewback's Instinct" description="Choose three damage types other than true damage. While raging, you have resistance to the chosen damage types." compset="CustomSpec" uniqueness="unique"> <fieldval field="usrCandid1" value="(thingid.dtAcid|thingid.dtCold|thingid.dtFire|thingid.dtPRForce|thinid.dtPRIon||thingid.dtLightning|thingid.dtNecrotic|thingid.dtPoison|thingid.dtPsychic|thingid.dtPRSonic) & !Helper.Helper"/> <fieldval field="usrCandid2" value="(thingid.dtAcid|thingid.dtCold|thingid.dtFire|thingid.dtPRForce|thinid.dtPRIon||thingid.dtLightning|thingid.dtNecrotic|thingid.dtPoison|thingid.dtPsychic|thingid.dtPRSonic) & !Helper.Helper"/> <fieldval field="usrCandid3" value="(thingid.dtAcid|thingid.dtCold|thingid.dtFire|thingid.dtPRForce|thinid.dtPRIon||thingid.dtLightning|thingid.dtNecrotic|thingid.dtPoison|thingid.dtPsychic|thingid.dtPRSonic) & !Helper.Helper"/> <tag group="abCategory" tag="BersInstinct"/> <tag group="abRange" tag="Personal"/> <tag group="abDuration" tag="ConstRage"/> <tag group="SpecSource" tag="cHelpBrs"/> <tag group="Helper" tag="Helper"/> <tag group="Helper" tag="Free"/> <tag group="ChooseSrc1" tag="Thing"/> <tag group="ChooseSrc2" tag="Thing"/> <tag group="ChooseSrc3" tag="Thing"/> <tag group="Helper" tag="Primary"/> <eval phase="First" index="3"><![CDATA[ doneif (hero.tagis[Hero.Raging] = 0) doneif (tagis[Helper.Disable] <> 0) ~ If nothing chosen then get out now! doneif (field[usrChosen1].ischosen = 0) doneif (field[usrChosen2].ischosen = 0) doneif (field[usrChosen3].ischosen = 0) ~ Collect selected types of damage and pull the Resistance tags from them. perform field[usrChosen1].chosen.pulltags[DamageRes.?] perform field[usrChosen2].chosen.pulltags[DamageRes.?] perform field[usrChosen3].chosen.pulltags[DamageRes.?] perform hero.pushtags[DamageRes.?]]]></eval> </thing> |
#11 |
Senior Member
Join Date: Sep 2017
Posts: 600
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So...I figured it out. You've got some typoes in your Tag Expression. Look at "|thinid.dtPRIon||"
You're missing a "g" on "thingid", and you have an empty spot between two "|"s, which basically tells Hero Lab "or anything". So fix those and you're good to go. I tested it myself (without your extra damage types since I don't have those programmed). Still not sure about displaying the third box. I'd do what I mentioned earlier; make a second ability with the chooser box, and bootstrap it to the first ability. But if you do figure out how to show the third box in the same ability, please share! Found an issue with or have a suggestion for the 5e Community Pack? Please post it here at our GitHub. Feel free to stop by the Lone Wolf Development Subreddit, for discussion of any and all LWD products and community efforts! |
#12 |
Senior Member
Join Date: Sep 2017
Posts: 600
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There is one way you could do the third box, though it's messier. You'd use an Array-Based menu, manually list out each of the available types, then add an eval script that manually looks at which is chosen (field[usrIndex].value) and assigns the corresponding DamageRes.? tag. You'd have to type each damage resistance tag out with multiple if/elseif statements for each possible usrIndex value. But you'd have it all together.
Found an issue with or have a suggestion for the 5e Community Pack? Please post it here at our GitHub. Feel free to stop by the Lone Wolf Development Subreddit, for discussion of any and all LWD products and community efforts! |
#13 |
Member
Join Date: Jun 2018
Posts: 83
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Wow. Good catch, and thank you!
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#14 |
Member
Join Date: Jun 2018
Posts: 83
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Quote:
I really appreciate your advice...there is a bit of a learning curve here, but I'm starting to get on top of things slowly. |
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#15 |
Senior Member
Join Date: Sep 2017
Posts: 600
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(On the second ability) try playing around with some of the tags that label it as an ability for the spec, like <tag group="abCategory" tag="BersInstinct"/>. Remove that and see if it still shows up. Just go into the bootstraps of the first ability and select the second one. Without any conditions, it will go onto the character whenever you select the first. There *may* be an issue with how Hero Lab handles bootstrapped class specials, but we'll take that one step at a time.
Found an issue with or have a suggestion for the 5e Community Pack? Please post it here at our GitHub. Feel free to stop by the Lone Wolf Development Subreddit, for discussion of any and all LWD products and community efforts! |
#16 |
Member
Join Date: Jun 2018
Posts: 83
|
Okay here's how things look. The primary version is coded like this:
Code:
<thing id="cBerPRDewbInst" name="Dewback's Instinct" description="Choose three damage types other than true damage. While raging, you have resistance to the chosen damage types." compset="CustomSpec" uniqueness="unique"> <fieldval field="usrCandid1" value="(thingid.dtAcid|thingid.dtCold|thingid.dtFire|thingid.dtPRForce|thingid.dtPRIon|thingid.dtLightning|thingid.dtNecrotic|thingid.dtPoison|thingid.dtPsychic|thingid.dtPRSonic) & !Helper.Helper"/> <fieldval field="usrCandid2" value="(thingid.dtAcid|thingid.dtCold|thingid.dtFire|thingid.dtPRForce|thingid.dtPRIon|thingid.dtLightning|thingid.dtNecrotic|thingid.dtPoison|thingid.dtPsychic|thingid.dtPRSonic) & !Helper.Helper"/> <fieldval field="usrCandid3" value="(thingid.dtAcid|thingid.dtCold|thingid.dtFire|thingid.dtPRForce|thingid.dtPRIon|thingid.dtLightning|thingid.dtNecrotic|thingid.dtPoison|thingid.dtPsychic|thingid.dtPRSonic) & !Helper.Helper"/> <tag group="abCategory" tag="BersInstinct"/> <tag group="abRange" tag="Personal"/> <tag group="abDuration" tag="ConstRage"/> <tag group="SpecSource" tag="cHelpBrs"/> <tag group="Helper" tag="Helper"/> <tag group="Helper" tag="Free"/> <tag group="ChooseSrc1" tag="Thing"/> <tag group="ChooseSrc2" tag="Thing"/> <tag group="ChooseSrc3" tag="Thing"/> <tag group="Helper" tag="Primary"/> <bootstrap thing="cBerPRDewbInst2"></bootstrap> <eval phase="First" index="3"><![CDATA[ doneif (hero.tagis[Hero.Raging] = 0) doneif (tagis[Helper.Disable] <> 0) ~ If nothing chosen then get out now! doneif (field[usrChosen1].ischosen = 0) doneif (field[usrChosen2].ischosen = 0) ~ Collect selected types of damage and pull the Resistance tags from them. perform field[usrChosen1].chosen.pulltags[DamageRes.?] perform field[usrChosen2].chosen.pulltags[DamageRes.?] perform hero.pushtags[DamageRes.?]]]></eval> </thing> Code:
<thing id="cBerPRDewbInst2" name="Dewback's Instinct" description="Choose three damage types other than true damage. While raging, you have resistance to the chosen damage types." compset="CustomSpec" uniqueness="unique"> <fieldval field="usrCandid1" value="(thingid.dtAcid|thingid.dtCold|thingid.dtFire|thingid.dtPRForce|thingid.dtPRIon|thingid.dtLightning|thingid.dtNecrotic|thingid.dtPoison|thingid.dtPsychic|thingid.dtPRSonic) & !Helper.Helper"/> <tag group="abRange" tag="Personal"/> <tag group="abDuration" tag="ConstRage"/> <tag group="SpecSource" tag="cHelpBrs"/> <tag group="Helper" tag="Helper"/> <tag group="Helper" tag="Free"/> <tag group="ChooseSrc1" tag="Thing"/> <eval phase="First" index="3"><![CDATA[ doneif (hero.tagis[Hero.Raging] = 0) doneif (tagis[Helper.Disable] <> 0) ~ If nothing chosen then get out now! doneif (field[usrChosen1].ischosen = 0) ~ Collect selected types of damage and pull the Resistance tags from them. perform field[usrChosen1].chosen.pulltags[DamageRes.?] perform hero.pushtags[DamageRes.?]]]></eval> </thing> |
#17 |
Senior Member
Join Date: Sep 2017
Posts: 600
|
Can you share (via a .zip or something) the whole .user file so I can see the whole thing?
Found an issue with or have a suggestion for the 5e Community Pack? Please post it here at our GitHub. Feel free to stop by the Lone Wolf Development Subreddit, for discussion of any and all LWD products and community efforts! |
#18 |
Member
Join Date: Jun 2018
Posts: 83
|
PM'd location to you. Thanks!
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#19 |
Member
Join Date: Jun 2018
Posts: 83
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So I had this idea that I could use the syntax for the Skilled feat and do essentially the same thing for damage resistance. I've created this procedure:
Code:
var NumOfRes as number ~ Increase number of damage resistances if (NumOfRes <> 0) then hero.childfound[cfg5CRes].field[cToolMax].value += NumOfRes |
#20 |
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