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Hit Point Generation Method

Maidhc O Casain

Well-known member
I'd like to make a new option for calculating HP to add to the current "Average HP per Level" and "Max HP per Level."

It seems that many of the games in which I play use Max HP at first level and then Max -2 at each subsequent level. Up 'till now I've been using the Max/Level option and putting in an adjustment at each new level to subtract 2.

Would it be possible for me to add a new option to the Configure Hero menu for this, and if so how would I go about it?
 
I am pretty sure that one we don't have a way to do. Personally I would leave the options alone and just type in your HP of HP-2 manually. That seems way easier than putting in an adjustment actually.
 
Yeah, I've done it that way as well. It's about the same either way. What about a permanent adjustment that subtracts 2 HP per the total number of levels minus one (for the first level)?
 
Yeah, I've done it that way as well. It's about the same either way. What about a permanent adjustment that subtracts 2 HP per the total number of levels minus one (for the first level)?

Take the code from Toughness to modify the HP and add to an adjustment with subtraction and multiplication instead.
 
Toughness! I was trying to think of something that did almost this, but for some reason I just couldn't make it click.

Thinking's been like swimming through molasses today . . . :(

Thank you, sir!
 
OK, still thinking through molasses, and can't seem to make this work. I managed to get a script that doesn't throw up an error, but it also doesn't do what I want it to.

~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Calculate Total Levels Less One
field[abValue].value = herofield[tTotLevel].value - 1

~ Subtract twice that from total HP
herofield[tHP].value -= field[abValue].value * 2
 
OK, still thinking through molasses, and can't seem to make this work. I managed to get a script that doesn't throw up an error, but it also doesn't do what I want it to.
You could change your script to what Risner has but the reason this does not work is important. I am going with your WAY too early in your timing of the script. The field values for Hit Dice/Levels is not calculated until Post-Levels.

In this case I would use Post-Levels/10000. :)
 
And with that change to timing both my script and risners work. Thanks!

(I assumed that since I just made a copy of the adjustment that changes total HP the timing would be the same.)
 
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