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Highlander for Hero Lab

Frodie

Well-known member
I am re-working my Highlander D20 book for Pathfinder and I am writing it so it will work in Hero Lab, (actually more on how easily I can put it into Hero Lab, lol). So I'm running into a lot of trouble, and I have, (and will have), a lot of questions and any help would be very much welcome. I'm not real good with the programing, but I can muddle through the editor somewhat.
First thing I have ran into was an ability based on Weapon Familiarity. Basically the Immortal can pick any one weapon (simple to exotic) to be proficient with. I found the other Weapon Familiarity abilities, but I can't figure out make them work so they can chose any one weapon.

Next is the Quickening Powers, I would like to base them off psionics, (roughly). Is there any way to do that or should I go another way.

And is there anyway to get the Honor score from the UA to show up and work?

Thanks again for any and all ideas and help.

Kev
 
Ok, I got the Weapon Familiarity fixed. I made a feat and got it to work. NP there.
Any idea's on the other stuff, best way to go?
 
It seems like the ageing effect do not work, is there something you need to do? Never mind I found it. It's not when you increase the age, you have to check the perm effects.
 
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You'll have to give me more detail about how the quickening powers work before I can help you figure out the best way to enter them.
 
Basically it's a pool of points gathered from various different things, (which can be added using the counter, if I can ever get that to work right, lol). But each power is set up like the following:

Breathe without Air
Willpower Save DC: 10 + 1 per 10 feet bellow Water Level
Base Cost: 6 points
Upkeep Cost: 3 points per round

This allows the Immortal the ability to breathe without air. If the Immortal is underwater, then movement is still penalized. Any actions taken receive the appropriate modifiers in the Core Book II under Aquatic terrain.

I am re-working the rule to adjust to the Pathfinder system as I try to input them into Hero Lab. Basically, how I can get Hero Lab to take the rules is what I really am basing the rules on, lol.

Above was the old 3.5 way. I can go in a whole different direction if need. I was thinking of making them all like spells at zero level and cast “x” times a day, or feats, and/or maybe even skills, based on the Honor Score, ect. But that is just a few thoughts. It used to be kind of like psionics, and I see bits and peaces of psionics in the editor, but IDK if they are useable. So any good easy direction to get this to work would be most helpful.

Thanks,
Kev
 
The psionics machanisms have not been converted from 3.5 to Pathfinder yet, so those can't be used.

You could create a special with a tracked resource, and add it to the class/race/etc. that represents this type of character. The user can then mark off the points used as they use them. Then, all you need to do is add each ability as a special of some sort (you might want to make them spell-like abilities if you want them separated onto the spells tab). The user can read the ability to figure out how many points they'll be spending, and use then up on the in-play tab.
 
Is there a way to have the tracked resource unlimited charges, (I don't want to have a set number), and have it adjusted up or down? I would basically like to have a “pool of points” that has a perm number, (that can be modified) and a temp adjustment for an ability used.
 
Ok I made a Custom Ability called Quickening checked the tracker box and gave it 10 points.
Then I made a Adjustment called Quickening and bootstaped the Custom Ability. It all shows up but the Adjustment will not work. I am sure I need some kind of scrips or something, I guess. Any help please, thank you!
 
Ok, I think I am over my head and I am going to try and go in another way. MY plan is to make a Quickening skill and have the powers activated by a skill check, (kind of like SAGA). So far great. Have my Immortal template and a new skill Quickening. I want the skill to only to show and be available if the Immortal template is taken. I gave a prerequisite on the skill for the template, but it's still showing up on everyone's skill list and use it. I tried the box where you have to chose skill, but everyone can and it will not automatically add it to the skill list if the template is taken. Any thoughts?
 
All right, never-mind. I got it to work. I seems sometimes you need to reboot HL to get it to work right after you have changed a few things. NP.

Ok, now I want to add 1 point to the Quickening skill. Just that skill. What would be the best way of doing that. A feat, magic item, spell, custom power?
 
Alright the perm tracker in the Adjust tab works great. (Using add skill points). Is there a way to just copy that only the Quickening skill show up and adjust?
 
Yea! I did it. Works great! Now I need to see how to add a Custom Power, (spell, feat or whatever) at will. Looks like the M&M is something like what I am doing. Is there anyway to copy part of that data set to Pathfinder?
 
All right, never-mind. I got it to work. I seems sometimes you need to reboot HL to get it to work right after you have changed a few things. NP.
Yep I have found this to be true also. Especially if you get into bootstrapping with special tags and/or only bootstrapping under special conditions. Its best to do a total restart of HL as even doing a quick reload does not always work.
 
Quick reload is limited when dealing with revising bootstraps or when you're modifying something (like condition adjustments or mechanics) that's added to all characters.

The switch game system option in the file menu - going back to Pathfinder once you get there, will produce the same results as a full restart, and it's slightly faster.
 
Next issue, lol. Anyways. I made a Aging Effect in the adjust tab, basically the immortal get a +1 to a skill and 1 bonus feat every 100 years. All working fine. I can just stack the Aging Effect and it works fine, but is there anyway to get it tied into the character's age counter and/or make a counter just for this?
 
Ok here is another one, How do you give a bonus feat of just one type. I made a Quickening Feat type and I want to be able to chose just from Quickening feats.
 
Here is the scrip. Can yall help?

~ Add to feats allowed
foreach pick in hero from BaseFeat where "fCategory.Quickening"
#resmax[resFeat] += 1
nexteach
 
The way to handle a bonus feat of a specific category is to add +1 feats allowed, and create an eval rule that requires at least one feat of that type.

In an Eval Rule (NOT AN EVAL SCRIPT):
Timing: PreLevels/10000

Code:
~add one feat allowed
#resmax[resFeat] += 1
 
~we're valid if the hero has at least one feat from the quickening category
validif (hero.tagis[fCategory.Quickening] <> 0)
 
Next issue, lol. Anyways. I made a Aging Effect in the adjust tab, basically the immortal get a +1 to a skill and 1 bonus feat every 100 years. All working fine. I can just stack the Aging Effect and it works fine, but is there anyway to get it tied into the character's age counter and/or make a counter just for this?

Are characters realistically going to change ages during an adventure? The age is more likely to be something that the DM declares, and the declaration is more likely to be number of centuries, rather than number of years, so I'd say don't bother with the counter - just have the categories available to select.

The other alternative would be to have the incrementer on the adjustment represent the number of centuries, so give it a minimum of 1, and whatever maximum you choose, and the user can select the number of centuries worth of aging effects to add.
 
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