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Additional Attribute

Muspellsheimr

Active member
I am preparing for a new campaign starting up, and am modifying Hero Lab as appropriate. However, I have hit a few snags I need some help with. Here, I will be starting with the most significant change.


The campaign is using a seventh base attribute - Fate - to represent a character's luck, destiny, etc. I need to add this to the program.

The functionality needs to be the same as the preexisting six attributes (Str, Dex, Con, Int, Wis, & Cha). In other words, it appears in the same location, uses the same generation method, attribute modifier is determined the same way ( [att-10]/2, round down).

I need to be able to reference the attribute modifier (such as a limited use ability based on Fate modifier).

Anything that looks for an unspecified attribute needs to be able to find it (Human's starting +2, or every 4th level advancement being good examples).
 
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Is this simply not possible to do at the moment? If it helps, I can detail exactly what this attribute is supposed to be used for, but would prefer a more general way to add attributes in case I need another for some reason in the future.
 
From what the devs have said before when this question has come up is that it can't be done. The change would need to be done in the Structural Files and the community has no access to those.

Usually most have been able to use a Skill or Tracker to represent this new Thing. Though if you need it to show *exactly* as an attribute then you would need to do allot of work to change each of those Things individually and run custom scripts.
 
Specifically what I need to have is:

Generated as an attribute. Uses the same scale as the other six, and is generated at character generation using the same method (from the same point-buy pool, with same advancement costs as a primary example)

Has an attribute modifier. Using the standard formula of ( [Att - 10] ÷ 2 ), dropping decimals (rounded down). This modifier must be capable of being referenced (skills, attack modifier, etc).

The attribute itself must be capable of being viewed and referenced by anything that searches for a nonspecific attribute (Humans +2, 4th-level advancement, inherit modifiers, etc).


In other words, yes, it needs to function exactly as an attribute.

As I am still familiarizing myself with the functionality of the editor, and have not done any serious programing in a few years, I would greatly appreciate help in getting this to work by any possible means.

I just don't quite understand why attributes weren't setup in an array to begin with (for easy additions, removals, & referencing)? Are they actually in an array, but it just isn't accessible through the editor? Conflicts with the nonspecific platform used for multiple systems?
 
I think you will have to make it a tracker and just add the points. I Kind of had the same issue with the old Wealth from d20 Modern. I added a file that is a tracker with a mech so it will show up for everyone. I hope that helps.
 

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