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How can I do that .... (Pathfinder)

tkarn

Well-known member
I know how to apply a bonus to a single skill or all skills. But how can i apply a racial bonus to all craft skills?
 
I don't think there's a "Racial Bonus" type. I'm not really sure if those are tracked. I believe the code below will add a +2 bonus to all Craft Skills.
Code:
var value as number
value = 2
foreach pick in hero from BaseSkill where "CraftSkill.?"
  eachpick.field[Bonus] += value
nexteach
 
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"CraftSkill.?" isn't unique to Craft skills - it's used to track what skills need tools and what skills have tools, and that mechanism isn't actually restricted to functioning only on craft skills - any skill in the game can be marked as needing tools, and you can create a piece of gear that functions as a tool for any skill.

What is unique to Craft skills is:

Code:
Helper.CraftSkill

So you'll want to use that in your foreach, after the where.

Also, don't forget the .value after [Bonus]
 
This is what I used in a Feat:

#applybonus[Bonus, hero.child[AllCraft], 1]

It gives a +1 to all Craft skills.
 
#applybonus[Bonus, hero.child[AllCraft], 1]
Something to keep in mind with the #applybonus macro is that it only applies the value (ie 1) if it is higher than what is already in Bonus. So normally this works great when you have Named bonuses like Luck that are not meant to stack.

Normally unnamed bonuses are suppose to stack so its better to use
Code:
hero.child[AllCraft].field[Bonus].value += 1
as this way you will actually be adding to the existing value.

i.e. if I had +2 bonus to all craft skills and you used the #applybonus macro trying to apply another +1 for total of +3 you actually would end with a +2 as the macro won't stack same bonus types.

Also their is a AllSkills thing you can use:
Code:
hero.child[AllSkills].field[Bonus].value += 1
That would give a +1 bonus to all skills on a character without having to do a Foreach loop which is pretty CPU intensive to do.

Please correct me Mathias if I misspoke here. :)
 
I have a incorporeal two headed monster. Each head has a beak and deals 1d6 wisdom damage as a natural attack. How can I add this?
 
figuring out how to do things in heroLab can be pretty easy if you think a little bit. What creature has similar abilities to what you are trying to do? A ghost is incororporeal, and with the draining touch, it's touch attacks drain points from abilities.

I don't have access to HL right now, so I can't tell you exactly how to do it, but I'm thinking it's going to be very similar to how the ghost's draining touch works.
 
The damage is not the problem. I want to create the beak natural attack. I creted a beak waepon (natural) but it do not appear in the natural attack list.
 
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I created a beak weapon (natural) but it do not appear in the natural attack list.
Yea we can't actually make a "Real" natural attack yet in the editor. So when you make one like this you have to manually bootstrap it to the race to have it appear. As you found out.
 
How does a Beak attack differ from a Bite attack, other than in the name?

Can you use a script to find the bite attack you added and change its livename to "Beak"?

Given that according to the Bestiary, Griffons, Ravens, and Tengu have Bite attacks and not Beak attacks, I'd say match the natural weapon standardization that Paizo is trying to implement and leave this attack as a Bite.
 
Take a look at the octopus (the small ones, rather than the big ones) - that's an example of adding a natural attack that does no damage so that you get the to-hit modifiers calculated for you.
 
when importing a .user file, is it possible to "test" the entire package instead of each item individually? just grabbed the psion.puser from the forum.
 
On the main Hero Lab window, in the develop menu, make sure you have "Enable Data File Debugging" in the Develop menu checked, then choose "Quick Reload Data Files" in the develop menu, or press ctrl-r.

File...Switch Game System, and come back to Pathfinder will also work, but takes more time.
 
Doh!... new settings in the "Configure Hero" tab to recognize the new classes, etc... They now show but thanks for the tip...
 
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