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Adding a Class

Tools Menu...Launch Editor.

Once you've opened the editor, to get to the tutorials he mentioned, select the Help menu, then choose "Help on Using the Editor".
 
OK Got the class entered and am getting ready to define the spell list. Now I understand I have to enter all the new spells.....but if the class has access to existing spells, is there a way to select them into the spell list? I have been recreating a copy of the spell and giving it the tag for the new class. Seems VERY redundant and a lot of extra memory and storage space.
 
It is very redundant and time consuming. I'm sorry about that. The problem is that the "Replaces Thing Id" can't be used twice on the same thing, which means that if this class and some other new class both wanted to add the same spell to their list, and had both used "Replaces Thing Id" to overwrite the existing copy of the spell, that would produce a conflict Hero Lab couldn't resolve.
 
Unfortunately, the only way to avoid entering all new spells is if your new class uses the same spell list as another class. Then you can just set "Use Which Spells" and call it a day.
 
OK not a problem, then I did it the 'correct' way. Don't be sorry about it.

Second issue I am having. The Artificer class gets certain Item Creation feats at certain levels. I assumed by creating a Class Special for, say, Brew Potion, adding in the bonus feat and then attaching the bootstrap to the class, specifying level two....that the Feat would be added to the class at level 2. Checking it out...the feat is added to the class at level one and it is giving a warning that the character is invalid as it doesn't meet the prerequisites for Brew Potion.

Not sure what I am doing wrong there! :)
 
Take a look at an existing class special that adds a bonus feat at a level other than 1st, like the Ranger's Endurance class special and see how that keeps its feat from being added as soon as the class is added. (Hint: look in the bootstraps list for the class special, and see if there are any buttons highlighted that you don't normally see highlighted)

(What I meant by being sorry about that is that I wish there were a better solution available - I'd rather not have things in the files that make users go through that sort of grunt work in order to make the things they want to use)
 
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Mathaias, Sendric,

Thanks first off. I am going to take a look at how other classes do it. I've got the bonus feats working where the class line reads "bonus feat" and there is a whole list to choose from. The ones I am having issues with are like when a Ranger gets Endurance at L2. I had a wicked headache last night and didn't think to do so. I didn't see a "No Prereqs" button in the Class Special, but will check again.

Having fun with it, and it is a learning process. Thanks for the patience!
 
When you are adding a specific feat at a specific level, the No Pre-reqs button is in the bootstrap window after you've selected the feat. Also, in this case, you determine the level at which this class special is gained in the class tab when you select it as a class special.
 
OK so I found the "no Prereqs". I'll say that it is senility that made me miss that. So that is working.

So for simplicity sake, I deleted everything but Brew Potion...gained at L2.

Added a bootstrap for it into the class special abilities and have Gain at Level marked as 2.

CLassBootstraps.jpg


Save, Test.

Create new profile...Level 1 Artificer....move to the Feats tab... Brew potion is on there at L1.

Feats.jpg


One thing I did find on the ranger Endurance ability is a conditional script "count:Classes.Ranger>=3&AbReplace.cRgrEndur". I'm not exactly sure what this does.

Also, in the help files, Under Class Special, the phrase "Make sure to set the "Sort #" (at the top of the tab) to the level this ability is gained at. This makes sure it appears in the correct order in the list of abilities." caught my eye, but nowhere on the Class SPecial tab is a Sort # field
 
OK so I found the "no Prereqs". I'll say that it is senility that made me miss that. So that is working.
What Sendric is talking about is located on the Class Special thing but not in the Bootstrap section. Here is a screen shot of the section for Bonus Feats Granted.

Here are some screen shots.
 

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One thing I did find on the ranger Endurance ability is a conditional script "count:Classes.Ranger>=3&AbReplace.cRgrEndur". I'm not exactly sure what this does.

You're on the right track - keep going.

Does any part of that expression seem to relate to the number of Ranger levels the character has?

What's the Id of the Ranger's Endurance class special - do you see that anywhere?

Also, please take another look at exactly what that expression includes - you've missed an exclamation point when you copied it - exclamation points mean "Not", so by leaving it out, you've reversed the meaning of the expresion.

Also, pay attention to the Phase and Priority of that condition - you'll want to use the same phase and priority for your class special.
 
AHA!

I had tried using this

count:Classes.Artificer>=3&!AbReplace.cArtPotion

but had gotten a syntax error that Classes.Artificer wasn't defined. I mistakenly used the Name (and had tried the Unique ID as well). Once I figured out there was a 3rd way for HL to reference the class it worked!

Thanks guys!
 
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