• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Excited to begin making custom content.

Decim8or

New member
Hello everyone!

I've been using Hero Lab for a little over 2 years now, and I have to say it's been a game changing experience for me. Playing the high end characters with crazy amounts of variables has been a breeze since I started using it. Thank you so much for this!

I attended Gen Con 50 and won something from the Paizo booth that immediately grabbed my attention as rare and amazing. I got a copy of the Vampire Hunter D flat book that I now understand is an extremely rare find, due to a fall-through in licencing. It contains some awesome looking information, including a Vampire Hunter class and all the special powers and fixings..... *drool*

So, I thought I would attempt to use the Editor to add this information into my Hero Lab for future home game sessions. I'm no programmer by any means, but I love to figure out how things work and try to replicate them. I've managed to set up the initial structure for the class, got a few special abilities in, and figured out how to set up the spell acquisition and progression.

I'm now getting into the material that seems quite a bit more challenging (again, I've got NO programming experience) where I need things to happen when certain levels are attained and trying to discover if there is already an ability in Hero Lab that matches what I want to do is becoming a bit of a headache. I'm going to start by watching the YouTube tutorials, and hopefully learn from all of your shared knowledge here in the forums and with any luck, come this time next year I'll have everything ready to go for my friends' home campaign where he is expecting me to be playing this class.

Wish me luck!
 
So, about a week into this lil project, and things have been going great. I've loaded most of the book text into abilities I've created that are unique and specific to my new class. I've even figured out how to make those abilities activation based, and having granted powers get added when activated In-Play!

Here are the parts that I am getting stuck on:

How do I grant a bonus to an attribute while an ability is "active" such as:
"gains a +2 bonus to Charisma while this (Su) is active"

On the same token, how do I grant a bonus to all movements when an ability is active?

Also, is it possible, that when an ability grants a spell-like ability (got that part) that I can set the number of charges per day based on the character's Charisma Modifier?

I've really been trying to find out this information by searching the forums here, watching the YouTube tutorials, and reading the help file, but I just seem to come up short.

Any help? I would really appreciate it!
 
How do I grant a bonus to an attribute while an ability is "active" such as:
"gains a +2 bonus to Charisma while this (Su) is active"

Well, take a look at the eval scripts on one of the gear items which grants a bonus to Charisma (like the headband of charisma). You say you have added other activations, so you should be able to just switch that eval script from looking for whether it is equipped to looking for if it is active.

On the same token, how do I grant a bonus to all movements when an ability is active?

Check out the Divine Swiftness racial ability.

Also, is it possible, that when an ability grants a spell-like ability (got that part) that I can set the number of charges per day based on the character's Charisma Modifier?

First, try bootstrapping the SLA with a ChargeCalc.AttrOnly and ChargeAttr.aCHA... I don't recall if Spells are set up to automatically calculate charges using those tags.

If that doesn't work, create a Custom tag to mark the SLA, and when bootstrapping it assign that Custom tag. Then in an eval script on whatever is bootstrapping the SLA, do a findchild to find any spell with that tag, and manually add the charges. This example is looking for a Disrupt Undead spell marked with the "Custom.DispAnimat" tag.

PostAttr 10000
Code:
      perform hero.findchild[BaseSpell,"Custom.DispAnimat & thingid.spDisrUnd0"].setfocus

      ~ uses per day = 3 + CHA mod
      focus.field[trkMax].value += 3 + hero.child[aCHA].field[aModBonus].value
 
Back
Top