Junior Member
Join Date: Aug 2011
Posts: 7
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Hi, relatively new user and I'm really enjoying Hero Lab. You guys have done a fabulous job with this program.
What I'm trying to do is create a magic item for an alchemist/master chymist that only works when the character mutation is active (on the In Play tab). I'm still learning my way around the system and I'm not entirely comfortable yet fiddling with things. Can anyone point me in the right direction? Thanks in advance. |
#1 |
Junior Member
Join Date: Aug 2011
Posts: 7
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Anybody? Bueller? Bueller?
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#2 |
Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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Take a look at something similar in the core rules that require something to be active.
For example the Magic items that grant bonuses have scripts that apply if equipped and not just carried! Spell adjustments that only apply if active! You might be able to cobble something together that works for your item! |
#3 |
Senior Member
Volunteer Data File Contributor
Join Date: Mar 2007
Posts: 1,245
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When the mutagen has been activated on the in-play tab a tag is added to the hero called "Custom.Mutate". Try writing your code to check for that tag.
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#4 |
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