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Display Immunities / Bonuses

Hey There,

Haven't been able to find a way to do this yet ... and I am still pretty new to Hero Labs programming.

I am looking for a way to display immunities and bonuses to things like 'fear' and 'sleep'.

On the official monk class, still mind's bonuses to fear effects display right under the saves. They have other abilities that display as immunities, and even more that display under skills with situational bonuses. Does anyone know a way to display that with feats / talents that you program into new datafiles?

Thanks for the help!
 
Humm,

Maybe I am just stupid and missing it, but what page are you talking about? I've gone through and read a bunch of resources today, but so far haven't found anything that would help me with this problem.

- Joe
 
Awesome,

Thanks bodrin! That was perfectly perfect and allowed me to make something worked exactly as expected.

Anyone that notices I am programming on Christmas ... don't judge me! Its presents for my gaming groups!

- Joe
 
Alright,

I was doing pretty well with this and fixed a ton of issues ... until I ran into one that I couldn't solve:

How do you display the text of a "Item Selection - User Text" box in a string? I have tried everything I can think of to try and display it with no luck. Its probably deceptively simple. I couldn't find how to do it with a "Select From" box either.

I am going to feel dumb after asking this question, but 2 hours of searching and working on it has worn my patience thin.

Thanks again for everyone's help. Learning how to program in a new language can be difficult.

- Joe
 
typed test is stored in the domDomain field. Here is an example from the Heathen Slayer mythic ability

Code:
~construct the situational text here for consistencey
var sittext as string

sittext = signed(field[abValue].value) & " vs. followers of " & field[domDomain].text

~now all the situational bonuses
#situational[hero.child[Attack],sittext,field[thingname].text]
#situational[hero.child[Damage],sittext,field[thingname].text]
#situational[hero.child[skBluff],sittext,field[thingname].text]
#situational[hero.child[skPercep],sittext,field[thingname].text]
#situational[hero.child[skSenseMot],sittext,field[thingname].text]
#situational[hero.child[skSurvival],sittext,field[thingname].text]

foreach pick in hero from BaseSkill where "Helper.SkCatKnow"
  #situational[eachpick,sittext,field[thingname].text]
  nexteach
 
If you're using an array, you can get the text of the selection with "field[usrSelect].text"

If you're using a selector which chooses among things that exist, you'll have to transition to the selected thing and use its name "field[usrChosen1].chosen.field[name].text"
 
Awesome,

Those solutions worked great. Do you happen to know what the name is of a user text field?

Also, is there any documentation of usr fields?

Thanks!
 
You can go to Develop -> Enable Data File Debugging, and then once that is enabled, you can look at the fields on a pick, and see the ID of that field and its contents.
 
Happy to help. It will also let you look at the tags on picks. You can learn a lot from seeing how tags or fields change as you make changes to your character.
 
Alright,

Having gone several days without asking for help, and now that I know how to enable File Debugging thanks to Aaron, I felt like I have a greater understanding of how Hero Lab's programming works ... until I ran into this problem:

#situational[hero.child[skHeal], "+2 hit points when restoring damage with a medical/surgical kit.", field[thingname].text]

This works perfectly and as expected, except that when I add the next version of this Custom Ability, I want to be able to change it to say +4.

I have no idea how to remove/replace yet. I'm having a hard time finding any documentation on replace.

Thanks again for any help!
 
Is this custom ability a single ability added multiple times? If so, look at the Deadly Range Ninja Trick custom ability (it establishes a primary copy, and then subsequent copies add to the value of the primary, and only the primary applies it's effects).
 
Actually,

The main ability is just a +2 additional hit pointswhen restoring hitpoints as in the D20 Modern Ability of Treat Injury. Its called Healing Knack 1. Then Healing Knack 2 gives you a +4 bonus. All I want it to do is display the bonus under the heal skill as +2 if you have Healing Knack 1, and display it as +4 if you have Healing Knack 2. So what I need is to just strip out the +2 Hit Points out of the phrase, and add in +4 if they have Healing Knack 2. This is all listed as a note to the Heal Skill Check for convenience.

I will check out the Ninja Trick and see if that gives me a solution. Unless someone knows another one off hand!?

Thanks!

- Joe
 
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I'd say store the bonus to Hp in an abValue field, and then modify the Healing Knack 1 ability so it applies the situational text based on the stored value. Like so:

Code:
#situational[hero.child[skHeal], signed(field[abValue].value) & " hit points when restoring damage with a medical/surgical kit.", field[thingname].text]

Then you can just have Healing Knack 2 add +2 to Healing Knack 1's abValue field. Make sure that the eval script adding +2 runs before the eval script which applies the situational
 
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Aaron,

That was a very simple and elegant solution to this problem. I'm starting to understand how the values and fields work a little better throughout all of this.

Appreciate all your help again!

- Joe
 
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