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Custom Spell Levels for new classes

mirtos

Well-known member
I want to add a new class, sortof based on the cleric class, but mess around with spell levels. Some spells will be the same level, some will be higher, and some will be lower.

Do I have to copy each and every spell to do that? I guess my question is how do i create a new spell "list" for a new class, if that spell list doesnt match a core class?
 
Well, you could give the class cleric spells and then add or subtract from those with ClsAllowSp and ClsForbidSp tags, if the variations are only a few. If there is a different level version of a spell that already exists for another class you could use a combination of those to forbid the standard cleric one and allow the other class's (different level) version. If there is no version of the spell currently existing, you'd have to create it though.

Also, keep in mind, there is a limit to how long the candidate expression for spells can go (I think it's like 1000 characters? don't know off the top of my head), so depending on your number of modifications to an existing spell list you might run into that cap if you just keep adding the tags I mentioned. It might come down to having to enter new versions of a bunch of spells for your new class. Is this the Healer from the Miniature's Handbook I think I remember you mentioning in another thread? That's got a pretty narrow spell list if I recall.
 
Its actually not. Its based on the healer though. I wanted to give it offensive spells, albeit at a higher level.

This leads to my next question: Editting originals. I understand copy protection and all. im a software guy myself. Im not even talking about the suplement books. im talking about things im allowed to copy. Is there anyway to edit the "original" items without copying. I thought maybe it would be in the duplicate game system, but i guess not. Like for example, lets say i wanted to modify cure light wounds to have something else in its description. I could copy it, but the original is still out there. Is there anyway to have mine supercede the original? Is there any way to modify the original data files? From what ive learned (im still a bit of a newbie at modifying herolab datafiles) there doesnt seem to be.

Thanks for the help.
 
If you want your new version of anything to supercede and replace the original, you can put the unique ID of the original in the "Replaces Thing ID" field in the lower right of the editor. I do this in my own system to get extended and custom written descriptions for skills, so I can just hover over them rather than having to read the full description in the book.
 
Aaron, thanks - that sounds like what im looking for - now i just have to remember the original ID each time. *failing memory*
 
Last edited:
Aaron, thanks - that sounds like what im looking for - now i just have to remember the original ID each time. *failing memory*

The "Find Thing" button at the top right of eval scripts and several other places can be used to look up Ids.

In the "New (Copy)" list, the Ids are listed in parentheses after the name.

In the main Hero Lab window, with "Enable Data File Debugging" turned on, right-click something to look up its id.
 
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