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Community Files: Filling the Gaps

Adding Domains

Can someone tell me how to add Domains into the system?

Edit: Nevermind I figured it out
 
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Updated summary with latest progress.

>>100% on everything but feats and monsters
>>over 80% on feats

*Heavy Breathing Intensifies*

Any plans of distribution before the most probably long process of attaining a definitive answer as to the DMGuild issue?
 
We have received some feedback on DMsguild.com and won't be releasing there. We are currently working with the community regulars to generate an install package with URL to handle the distribuition and updates more efficiently.
 
We have received some feedback on DMsguild.com and won't be releasing there. We are currently working with the community regulars to generate an install package with URL to handle the distribuition and updates more efficiently.

So reading this.....does this mean you can release the files though but somewhere other than DM's Guild ?
 
We are creating files designed to not infringe on any copyright issues and will be releasing via the standard community method currently used by other hero lab projects.
 
Will we be able to modify theses files, like changing the name of a god of something.
This is always possible in HL even against stuff that LW added. You do this by using the "Replace Thing ID" feature of the editor. That cause your new Thing to act in all ways as the old one.
 
Yes human variant is working.

We have started working on SCAG also.

2016-02-15%2012_11_11-Hero%20Labreg%20%20-%20%20Barbarian%20%20-%20%20Testing_zpslhu5cnck.jpg
 
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Awesome, I know that one was giving issues to a lot of people... I cant wait to be able to receive the files.

I currently have a Human V. Cleric Bounty Hunter that I would like to build in HL
 
Originally Posted by panda
Will we be able to modify theses files, like changing the name of a god of something.

This is always possible in HL even against stuff that LW added. You do this by using the "Replace Thing ID" feature of the editor. That cause your new Thing to act in all ways as the old one.

I've tested this, but it replace the complete Thing.
If the community releases with different names of the Gods because of copyright, if I use Replace Thing ID it will be a copy of the God where I can change it's name, but then the community release a new version with bugs corrected, my copy will have the bugs.
What I'm looking for is a way to simple change a part of a Thing, for example only the name, leaving the rest intact, so when a new version of the community files go out I don't have to do it again.
 
What I'm looking for is a way to simple change a part of a Thing, for example only the name, leaving the rest intact, so when a new version of the community files go out I don't have to do it again.
If you are good using the editor you can use scripts to change the text of a Thing including its name.

For example in my Pathfinder home files I do this allot actually. Here are some examples:

This uses the built in macro to add additional text to a feat:
Code:
      ~ Set houserule text on Power Attack
      #appenddesc[fPowerAtt,"{b}Shadow d20:{/b} Two-handed weapons will NO longer get 1.5x Strength damage or get +50% bonus when using Power Attack until your character is level 6."]

This example simply changes the "Name" of this poison racial ability:
Code:
perform state.thing[raFGNarPoi].amendthing[name,"Poison Attack"]

This example completely changes the exiting description for Earth Master special ability:
Code:
var descTxt as string

call CalcValue

descTxt = "Creature gains a " & signed(field[abValue].value) & " bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a " & signed(field[abValue2].value) & " penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks."

perform state.thing[xCBErthMas].amendthing[description,descTxt]
 
thanks ShadowChemosh, I don't know the editor yet but I'm a programmer so it should be ok, I'll test this tomorrow.
 
Who doesn't love more spells :) I've added all the actual spells in but the task of assigning them to the classes is going to take some time.
 
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