Member
Join Date: Sep 2012
Posts: 57
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I've got down the #appenddesc script for adding text to a thing. I've searched for a while now and in doing so, I've read a decent number of posts but I cannot find any sign of a script that would allow for the overwriting of a things text, altogether. If there is, I have had zero luck finding it.
Last edited by Anpumes; April 17th, 2014 at 09:49 AM. Reason: Fixed grammar... |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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What are you trying to accomplish? I've found very few cases where the text of an ability changes, but nothing else about the ability changes. Normally, if the text is entirely changed, all the scripts and special settings will change too. At that point, it's usually easier to just hide the old version and have an entirely new thing appear.
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#2 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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I can see people wanting to change race descriptions and so on, or names.
Code:
~Rename the Dwarf race to "Dorf" perform state.thing[rDwarf].amendthing[name,"Dorf"] ~Overwrite the Dwarf race's description perform state.thing[rDwarf].amendthing[description,"Dorfz iz da besht!"] |
#3 |
Member
Join Date: Sep 2012
Posts: 57
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I'm making a variation of the Fuse Style ability taken from the Master of Many Styles monk archetype. Given the script of how this ability is calculated, I should be able to use it as is, with the exception of altering following ability description (This is taken directly from the Fuse Style Class Special):
Quote:
Quote:
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#4 |
Member
Join Date: Sep 2012
Posts: 57
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Quote:
Thank you that should do the trick. I'll certainly give it a shot. |
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#5 |
Member
Join Date: Sep 2012
Posts: 57
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Both of those worked fantastically, thank you very much for that code.
Now I'm wondering what other things amendthing can adjust. I'd like to be able to adjust the "Summary Text" but I've yet to find what might effect that, if anything. ***EDIT*** On a whim, I checked the authoring wiki and it seems amendthing only targets "name" and "description." That is unfortunate but certainly understandable... Should I offer this as a possible requested feature, assuming it hasn't already been submitted... Last edited by Anpumes; April 17th, 2014 at 11:37 AM. Reason: More info added... |
#6 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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You don't need amendthing to overwrite summary text for class special abilities, just change the abSumm text field at a late priority (I'd do it at Render 20000)
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#7 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Just a note that you will only see the change on the "Special" tab or on the printed statblock. If you change a class special Thing abSumm text you won't see it on the "Class" tab.
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#8 |
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Join Date: Sep 2012
Posts: 57
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Quote:
As an aside, I was quite surprised that the amendthing had to run at First; 500, while the abSumm thing had run at Render; 20000. |
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#9 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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I didn't think amendthing has a timing restriction, but the reason I recommend changing abSumm that late is because many abilities set their livename, sbName, and abSumm fields at Render 10000. That's also the "standard" timing I recommend situationals to run at. Of course, I am not the only guy doing the data entry, and especially some of the older stuff may set those things earlier.
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#10 |
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