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Junior Member
Join Date: Apr 2022
Location: The Dead Sea of Sand, where the Damned prey for redemption
Posts: 8
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Thanks in advance for reading. I have two questions:
1. First of all, under Equipment, I'm seeing Wealth +8. I have no idea why this is showing up. I can post the entire character for clarification, if need be. 2. Why isn't this character's grab attack showing up on the character sheet? It's listed under Special in Hero Lab, but not on the sheet itself. |
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Senior Member
Volunteer Data File Contributor
Join Date: Nov 2009
Posts: 1,501
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The wealth is from turning on the Gamemaster Guide - Wealth option. As regarding the grab attack, I'll see if I can find a way to poke it in. Unfortunately, character sheets are partly embedded code.
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Senior Member
Volunteer Data File Contributor
Join Date: Nov 2009
Posts: 1,501
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FWIW, reporting the Grab thing as a bug might get it fixed. If you do, let me know the number, and I'll add it to the list to monitor.
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Junior Member
Join Date: Apr 2022
Location: The Dead Sea of Sand, where the Damned prey for redemption
Posts: 8
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Quote:
I have another question... I'm getting an error that says my Dodge and Parry are too high for the Power Level 10, but they shouldn't be (purple arrows). Dodge and Parry are 15 each, both offset by Toughness, which is 5. The limit is Power Level times 2 unless I'm mistaken, so this should be fine. Furthermore, in the lower left hand corner I'm seeing a green diamond and "All validation rules are satisfied." Pardon my confusion. I've attached a screenshot. I'm trying figure out if this character build is okay. |
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Senior Member
Volunteer Data File Contributor
Join Date: Nov 2009
Posts: 1,501
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Ah. The purple arrows just indicate that a tradeoff happened.
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Member
Join Date: May 2021
Posts: 84
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It looks like any attack/weapon which targets a specific Defense (has a Defense.? tag) won't be printed by the default character sheet.
You could temporarily patch this for the built-in character sheet by removing the Defense.? tags for any attacks/weapons which have them whenever the state says that it is being evaluated for output. I only have M&M3 in demo mode, so I haven't checked this for any conflicts with text stat blocks or the output for specific weapons, but something like the following adjustment should work (added as a new file in the game folder): file: weaponPrintFix.dat Code:
<?xml version="1.0" encoding="UTF-8"?> <document signature="Hero Lab Data"> <thing id="adjWeaponPrint" name="Adjust weapon printing" description="Select this adjustment to force the built-in character sheet to print weapons/attacks which target specific defenses. When the hero is being output as a statblock or as a printed character sheet, the target defense will be added as a note to the weapon/attack and temporarily removed." compset="Adjustment"> <tag group="InPlay" tag="PermOK" name="PermOK" abbrev="PermOK"/> <tag group="InPlay" tag="TempOK"/> <tag group="AdjustShow" tag="Info"/> <eval phase="Render" priority="999999"><![CDATA[ doneif (field[adjEnabled].value = 0) ~ don't run unless state is being evaluated for output doneif (state.isoutput = 0) ~ add weapon target defenses as a note, and remove all Defense.? tags foreach pick in Hero where "component.Weapon" if (eachpick.tagis[Defense.?] <> 0) then var notes as string notes = "vs " & eachpick.tagabbrevs[Defense.?,"/"] if (eachpick.field[atkSpecial].isempty = 0) then ~ append existing atkSpecial notes if any notes &= "; " & eachpick.field[atkSpecial].text endif eachpick.field[atkSpecial].text = notes perform eachpick.delete[Defense.?] endif nexteach ]]></eval> </thing> </document> |
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