Not working :-(
Take a look at the "Actor" component within the file "actor.str". Around line 105, you'll find the "acMaxWound" field, which tracks the maximum number of wounds the character can sustain. During the Setup phase at priority 1000, the Calculate script initializes the value of the field. The field is not other used until the Final phase or later. So all you need to do is modify this field via script between those two timings.
The simplest way to handle this is to add a permanent adjustment. Copy the "Skill Points" adjustment and create your own "Maximum Wounds" adjustment. All you need to change in the script is the line that applies the adjustment. Replace the "#resmax[resSkill]..." line with the following:
Code:
herofield[acMaxWound] += field[adjUser].value
Unless I'm overlooking something here, the above ought to establish an adjustment that can be easily used on any character/monster/whatever to adjust the number of wounds.
Hope this helps!
Hmmm....Okay, I think I'm doing what you've suggested here, but perhaps I'm misunderstanding your instructions (they're not exactly step-by-step for slow folks such as myself). Here's what I've tried to do based on what you've posted:
First - After starting my SW Herolab session, I immediately run up the HL Editor (Tools -> Launch Editor...).
Second - Once it's started, I load up my custom .user file I've been using for adding new items to the system.
Third - This is where things get a little confusing for me, as I think I may have misunderstood your directions. Since you mentioned that I needed to make a "Permanent Adjustment" that made use of the Skill Points award, I assumed you meant I had to click on the "
Reward" tab, select "
New (Copy)" from the creation pane, and then select
"+1 Skill Point (rewSkill)" as the template to use.
Fourth - Once this was selected, I then immediately replaced the "Eval Scripts" entry that loaded with this selection (
#resmax[resSkill] += 1) with the exact syntax you recommended (
herofield[acMaxWound] += field[adjUser].value). I should also note here that the "
#resmax[resSkill] += 1" was sitting on line2 of the Eval Script form; there was a blank spot (one tab) to the immediate left of the text and one complete empty line on line1. So, I made sure to place the replacement text in the same exact starting spot. Additionally, the "
Phase"(Setup), "
Priority"(5000) and "
Index"(1) fields were all left at the values that originally loaded with the "+1 Skill Points" Thing.
Fifth - Once all of this was done, I made sure the thing name and ID were set to something unique. I then made sure to set the "Points Redeemed" value field to 0, since I imagine doing it this way is what will allow me to select an arbitrary number of wounds.
Sixth - Lastly, I selected "
Save" from the creation pane, and then selected the "
Test Now" button. Once this was all done, I received the following error message:
"Hero Lab was forced to stop compilation after the following errors were detected:
Syntax error in 'eval' script for Thing 'rewMWound' (Eval Script '#1') on line 1
-> Invalid field syntax used"
I thought that maybe there was a syntax issue with the text you gave me, so I tried to match it up with the format of the replaced text by placing a sharp (#) in front of the code like so:
#herofield[acMaxWound] += field[adjUser].value
When this was done, I received a slightly different error:
"Hero Lab was forced to stop compilation after the following errors were detected:
Syntax error in 'eval' script for Thing 'rewMWound' (Eval Script '#1') on line 1
-> Unspecified error parsing script"
Moving the text around within the Eval Script box without the "#", thinking that maybe the parser was seeing the very first blank line as "line1" and not ignoring it, resulted in the same error I got the first time. So, unless I'm following your instructions incorrectly, I have no idea why this won't compile. Any further advice you could offer on this would be greatly appreciated.