Lone Wolf Development Forums  

Go Back   Lone Wolf Development Forums > Hero Lab Forums > HL - 4th Edition

Notices

Reply
 
Thread Tools Display Modes
MagicSN
Senior Member
 
Join Date: Nov 2012
Posts: 208

Old November 19th, 2012, 02:07 PM
Ok, the Priority was the problem. Thanks.
MagicSN is offline   #51 Reply With Quote
cryptoknight
Senior Member
Volunteer Data File Contributor
 
Join Date: Dec 2008
Posts: 515

Old November 19th, 2012, 02:25 PM
Next question... trying to come up with a way to assign a bonus based on the character's level. Such as the secondary power of Blazing Corona Firecrafter power

not sure if we have access to CASE, so I went with nested If's
Code:
levelb = if(#level[] < 11) then 2
          else if(#level[]<21) then 4
             else 6 endif endif
But I don't know how to get at Fields.pwAtkMod to set it to the levelb value.

And FWIW I'm apparently not allowed ot use #level[] at that point in time either.
cryptoknight is offline   #52 Reply With Quote
Daphne Pfister
Member
 
Join Date: Oct 2011
Posts: 66

Old November 19th, 2012, 03:48 PM
Quote:
Originally Posted by cryptoknight View Post
Next question... trying to come up with a way to assign a bonus based on the character's level. Such as the secondary power of Blazing Corona Firecrafter power

not sure if we have access to CASE, so I went with nested If's
Code:
levelb = if(#level[] < 11) then 2
          else if(#level[]<21) then 4
             else 6 endif endif
But I don't know how to get at Fields.pwAtkMod to set it to the levelb value.

And FWIW I'm apparently not allowed ot use #level[] at that point in time either.
I wonder how hard it would be to split Attack Bonus into Attack Bonus Heroic, Attack Bonus Paragon, Attack Bonus Epic. And likewise for Weapon Damage and Base Damage Dice. Then have a calculation that uses the right values based on the tier, defaulting to the Heroic values if nothing is specified for Paragon and Epic The heroic values would go in identical tags fields as the current system does. Doesn't seem like it would be that hard, and seems like a better solution as there are a lot of powers that vary by level. Biggest done side would be forking even more of the 4e game system code unless I could get them to integrate it.
Daphne Pfister is offline   #53 Reply With Quote
MagicSN
Senior Member
 
Join Date: Nov 2012
Posts: 208

Old November 20th, 2012, 02:39 PM
Do we have a place where all user-edited Themes are put BTW? Assuming more people did some, this might be nice.
MagicSN is offline   #54 Reply With Quote
MagicSN
Senior Member
 
Join Date: Nov 2012
Posts: 208

Old November 22nd, 2012, 02:40 PM
Hello!

Two new questions (for the Theme I am currently implementing, Sohei):

1. How do I do this:

"You gain a +1 power bonus to saving throws against fear effects and effects that render you dazed, dominated or stunned." Well, thinking of it, there is no place on the char sheet where this would listed, so just making it a text as it is now is probably okay? ^^

2. A general question (with Sohei and other themes): Is there any way to make the number of dice dependent on the level (as the "built in" powers like Scorching burst do not support this and just write it into the text, I guess not).

Attached is my current version of "Sohei" (Thanks again for all the help with scripts !!!)

MagicSN
Attached Files
File Type: email Sohei.user (10.5 KB, 0 views)

Last edited by MagicSN; November 22nd, 2012 at 02:45 PM.
MagicSN is offline   #55 Reply With Quote
MagicSN
Senior Member
 
Join Date: Nov 2012
Posts: 208

Old November 23rd, 2012, 03:46 PM
And the next Themes implemented: Noble and Disgraced Noble (in one file).

BTW: Feel free to add the files from my added Themes to the starting post, so they are easier to find!
Attached Files
File Type: email Noble.user (11.1 KB, 0 views)

Last edited by MagicSN; November 23rd, 2012 at 04:23 PM.
MagicSN is offline   #56 Reply With Quote
MagicSN
Senior Member
 
Join Date: Nov 2012
Posts: 208

Old November 24th, 2012, 03:07 AM
Four more Themes.

Infernal Prince, Chevalier, Knight Hospitaler and Guttersnipe inside this one (decided to put more themes into a file to make the amount of files not so big ^^). Also some small Bugfixes on Guardian and Disgraced Noble (skill bonus was not calculated before) - The Noble.user as before contains both Noble and Disgraced Noble.

Anyone has an idea what I did wrong in the +1 to fire attack powers Feature's Script for the Infernal Prince? It seems to be not working. If anybody has an idea how I could fix it this would be great!
Attached Files
File Type: email OtherThemes.user (22.0 KB, 0 views)
File Type: email Guardian.user (5.5 KB, 0 views)
File Type: email Noble.user (11.1 KB, 0 views)

Last edited by MagicSN; November 24th, 2012 at 07:42 AM.
MagicSN is offline   #57 Reply With Quote
MagicSN
Senior Member
 
Join Date: Nov 2012
Posts: 208

Old November 24th, 2012, 01:57 PM
How do I implement this: Use Intelligence or Charisma (the highest) for this power.

I tried basing it on this which was posted earlier

var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
if (eachpick.field[attrBonus].value > bonus) then
bonus = eachpick.field[attrBonus].value
attidstr = eachpick.idstring
endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["Attack." & attidstr]

My idea was to put into the foreach something like

if ((eachpick.idstring == "Charisma") || (eachpick.idstring == "Intelligence"))

but how is the correct syntax ???

Thanks in advance.

MagicSN
MagicSN is offline   #58 Reply With Quote
MagicSN
Senior Member
 
Join Date: Nov 2012
Posts: 208

Old November 25th, 2012, 03:59 AM
I can answer my own question:

It seems though that code like this should be included into a LOT of
powers, they always took the easy way and used just one of the options and wrote the rest down as text. Note, that a third variable (attidstr3) is needed, originally I had "attidstr = "attrCha"" etc. in this example overwriting the old value and then it always used the default, when I was using a third variable it works correctly (for both cases, Int>Cha and Cha>Int)

var bonus as number
var bonus2 as number
var attidstr as string
var attidstr2 as string
var attidstr3 as string

bonus = #attrbonus[attrInt]
attidstr = "attrInt"
bonus2 = #attrbonus[attrCha]
attidstr2 = "attrCha"

if (#attrbonus[attrCha]>#attrbonus[attrInt]) then
bonus = #attrbonus[attrCha]
attidstr3 = "attrCha"
else
bonus = #attrbonus[attrInt]
attidstr3 = "attrInt"
endif



~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr3]
perform assignstr["Attack." & attidstr3]
MagicSN is offline   #59 Reply With Quote
MagicSN
Senior Member
 
Join Date: Nov 2012
Posts: 208

Old November 25th, 2012, 05:10 AM
Please note I updated some of the themes I implemented, but only did so in the other thread, the one were I summary-list all the .user files from me (so people do not have to search for Theme-Files in a big thread).

For your reference: http://forums.wolflair.com/showthrea...963#post109963
MagicSN is offline   #60 Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -8. The time now is 05:15 PM.


Powered by vBulletin® - Copyright ©2000 - 2021, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.