Senior Member
Join Date: Jun 2007
Posts: 273
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I know how to apply a bonus to a single skill or all skills. But how can i apply a racial bonus to all craft skills?
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#1 |
Senior Member
Join Date: May 2010
Location: Maryland
Posts: 167
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I don't think there's a "Racial Bonus" type. I'm not really sure if those are tracked. I believe the code below will add a +2 bonus to all Craft Skills.
Code:
var value as number value = 2 foreach pick in hero from BaseSkill where "CraftSkill.?" eachpick.field[Bonus] += value nexteach Last edited by Adam.Ormond; June 8th, 2011 at 08:32 AM. |
#2 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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"CraftSkill.?" isn't unique to Craft skills - it's used to track what skills need tools and what skills have tools, and that mechanism isn't actually restricted to functioning only on craft skills - any skill in the game can be marked as needing tools, and you can create a piece of gear that functions as a tool for any skill.
What is unique to Craft skills is: Code:
Helper.CraftSkill Also, don't forget the .value after [Bonus] |
#3 |
Senior Member
Join Date: May 2007
Location: Durham, NC
Posts: 1,747
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This is what I used in a Feat:
#applybonus[Bonus, hero.child[AllCraft], 1] It gives a +1 to all Craft skills. |
#4 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Something to keep in mind with the #applybonus macro is that it only applies the value (ie 1) if it is higher than what is already in Bonus. So normally this works great when you have Named bonuses like Luck that are not meant to stack.
Normally unnamed bonuses are suppose to stack so its better to use Code:
hero.child[AllCraft].field[Bonus].value += 1 i.e. if I had +2 bonus to all craft skills and you used the #applybonus macro trying to apply another +1 for total of +3 you actually would end with a +2 as the macro won't stack same bonus types. Also their is a AllSkills thing you can use: Code:
hero.child[AllSkills].field[Bonus].value += 1 Please correct me Mathias if I misspoke here. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
#5 |
Senior Member
Join Date: Jun 2007
Posts: 273
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Thank you...
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#6 |
Senior Member
Join Date: Jun 2007
Posts: 273
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I have a incorporeal two headed monster. Each head has a beak and deals 1d6 wisdom damage as a natural attack. How can I add this?
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#7 |
Senior Member
Join Date: Sep 2010
Location: Rochester, NY
Posts: 263
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figuring out how to do things in heroLab can be pretty easy if you think a little bit. What creature has similar abilities to what you are trying to do? A ghost is incororporeal, and with the draining touch, it's touch attacks drain points from abilities.
I don't have access to HL right now, so I can't tell you exactly how to do it, but I'm thinking it's going to be very similar to how the ghost's draining touch works. |
#8 |
Senior Member
Join Date: Jun 2007
Posts: 273
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The damage is not the problem. I want to create the beak natural attack. I creted a beak waepon (natural) but it do not appear in the natural attack list.
Last edited by tkarn; June 23rd, 2011 at 12:19 PM. |
#9 |
Senior Member
Join Date: Jun 2007
Posts: 273
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OK, I simply bootstrapped the weapon.
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#10 |
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