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Nothing obvious comes to mind to not have the weapons sent to the character sheet. Also nothing quick comes to mind for a new adjustment that can do that either. :(

Code:
doneif (field[pIsOn].value = 0)
doneif (field[pChosen].chosen = 0)
 
if (state.isoutput <> 0) then
  perform field[pChosen].chosen.assign[Hide.Weapon]
  endif
 
Code:
doneif (field[pIsOn].value = 0)
doneif (field[pChosen].chosen = 0)
 
if (state.isoutput <> 0) then
  perform field[pChosen].chosen.assign[Hide.Weapon]
  endif
Show Off!!!! :eek: :D :p

That's pretty cool didn't know about the "Hide.Weapon" tag. So I guess I can make an adjustment to do this then.
 
Add a <!-- before
<thing id="xImmRust" name="Immune to Rust" description="Immune to rusting effects." compset="Ability" uniqueness="unique">

Add a --> after </thing> 4 lines down, so the whole section for xImmRust looks like this:

<!--
<thing id="xImmRust" name="Immune to Rust" description="Immune to rusting effects." compset="Ability" uniqueness="unique">
<fieldval field="shortname" value="rust"/>
<tag group="SpecType" tag="Immune" name="Immunity" abbrev="Immunity"/>
<tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
</thing>
-->


BoomerET
I don't actually know where there are lines of code. When I enter stuff, I never see these "lines." I just enter it in the editor. Where are these lines at? How do I see them?
 
I don't actually know where there are lines of code. When I enter stuff, I never see these "lines." I just enter it in the editor. Where are these lines at? How do I see them?
A fix will be out in a matter of hours. I would just suggest waiting. What he is talking about is going after the RAW XML actually. Not something I would suggest as good way of going. One mistake and the .user file is totally useless. :(
 
Hello All,

New Updates. :)

Latest Updates September 18, 2012

New PFRPG_Adjustments.user September 18, 2012. by ShadowChemosh. New adjustments file that holds many useful adjustments for both players and DMs. This is in the zMisc folder. This .user file adds all the following with the latest updates in blue.
  • Added "Weapon Hide on Print out" adjustment that prevents a weapon from being outputted to a character sheet.
    [*]Added "Weapon Elemental Dmg, Custom" adjustment which allows you to set the custom text that gets displayed next to a weapon. So if you select this adjustment and set it say "+2d6 Butter" than a dagger would read "1d4+2d6 Butter" for its damage.
    [*]Updated the adjustments that added elemental wording to use the new Pathfinder v7.0 methods.
    [*]Changed the name of the elemental weapon adjustments to be "Weapon Elemental Dmg" so they all sort together.
    [*]Changed "Weapon Bane Dmg" to work with the new enhancements to Bane weapons in Pathfinder v7.0.
    [*]"Weapon: Vicious Dmg" adjustment has been depreciated with the new changes done in Pathfinder v7.0. You should remove from your character as this adjustment will be removed in a future update.
    [*]With the new "Save All" mechanic added I added the following new adjustments: Saving Throw, All (Alchemical); Saving Throw, All (Circumstance); Saving Throw, All (Enhancement); Saving Throw, All (Insight); Saving Throw, All (Luck), Saving Throw, All (Morale); Saving Throw, All (Profane); Saving Throw, All (Resistance); Saving Throw, All (Sacred); Saving Throw, All (Trait).
    [*]Added new "Saving Throw, Situational Modifiers" that allows you to set a custom situation modifier for your character. In example lets say you have an ability called "Shadow Fire" that gives a +2 bonus vs Fireballs on Reflex saves. You add this adjustment then select "Reflex" from the drop down menu. In the "(Source)" area you type in "Shadow Fire" and in the "(Duration)" area you type in "+2 vs Fireball". Now HL will display the "Shadow Fire: +2 vs Fireball" on the Reflex saving throw.
  • Added "Racial Ability, Disable" adjustment that allows you to pick a Racial Ability and disable it. Please note that why this will work most of time somethings in HL are not coded to stop working when disabled.
  • Added "Weapon Order" that allows you to change the display order of weapons both in HL and a printed character sheet. Please read the detailed help on the adjustment for how this works. What you are doing is setting the Priority of the weapon in the list to a value of 1 to 10. The default value is zero so a weapon set to 1 will display before all the zero priority weapons. A weapon set to 2 is displayed before all the priority 1 and 0 weapon in the list etc etc...
  • Added "Weapon Flurry: Melee Attack Bonus" and "Weapon Flurry: Ranged Attack Bonus" adjustments which allow adjusting the new "Flurry" values that HL added in Pathfinder v6.20.
  • Added "Natural Weapon: Size" adjustment that increases or decreases the die size of a natural weapon.
  • Added "Caster Level" adjustment to just change the caster level of a single class.
  • Added Betsuni's "Weapon CMB" weapon adjustment that adjusts HL's global values based on the weapon you equip. This is useful when using HL software at the game table. So you activate the adjustment and then when you equip a Flail HL will show the +2 bonus you have on CMB Disarm manuevers.
  • Added new "Weapon Bonus" that gives a bonus to both attack and damage at the same time. No more need for two separate adjustments.
  • Added new "Character Sheet: DM" adjustment that causes everything on your character to print to your character sheet. This includes racial specials that don't normally print to your sheet. This is very useful when sending a pdf of your character to a DM who does not have Hero Lab. Abilities that provide static bonus to skills in example don't print to a character sheet. Making it very hard for a DM to figure out what is going on.
  • Added new "Weapon: Custom Text" adjustment so you that whatever you type into the (Source) box gets displayed next to your weapon in HL or on a printed character sheet. For all those looking for Flurry of Blows this is a nice comprise for now as you can type in your FoB values yourself to remind you during the game.
  • Added new "Weapon: Bane Dmg" adjustment so that you can correctly apply the Bane weapon property bonus to a weapon and have it remind you of the +2d6 damage.
  • Added new "Weapon: Vicious Dmg" adjustment so that you can display the +2d6, 1d6 to self damage next to your vicious weapon.
  • You can now add any of the following natural attacks to any creature/race/character. Once added you can easily adjust what the name of the natural attack is and you can up or down the die size. The natural weapons added are: Bite, Claw, Gore, Slam, Sting, Tail Slap, Talons, and Wing.
  • The Grab special attack is added as an adjustment now. Once added the Grab racial ability will display on the character. You then select the attack this is associated to and the wording " (plus grab)" shows next to the natural attack to remind you.
  • Poison Attacks added. You select the type of poison ie (Natural Weapon: Poison, CON) would add a CON damaging poison. Then you select the natural weapon the poison is associated to so that the wording " (plus CON poison)" displays next to the natural attack. Then use the counter to set the die size (ie 1d4, 1d6), the (source) section lets you set the number of additional saves required. Finally the duration section lets you set the number of rounds the poison lasts for with 1 round as the default.
  • Saving Throw for each specific bonus type (ie Alchemical, Circumstance, Enhancement, Insight, Luck, Morale, Profane, Resistance, Sacred and Trait). These will NOT stack with a similar type of bonus. I needed this for my own games so my players could do quick adjusts by bonus type.
  • Armor Class adjustments for the following: Armor, Deflection, Dodge, Natural, Shield, and Touch.
  • Damage Reduction adjustment that lets you either remove DR, change DR to a different type (ie from Slashing to Evil) or adjust the DR value to what ever you wish. You can also use this adjustment to REMOVE the DR of a creature. The Damage Reductions included are: -, Adamantine, Bludgeoning, Evil, Good, Magic, Piercing, Silver, and Slashing.
  • Weapon CMB/CMD adjustments. These adjustments let you add additional information to your weapons. For example lets say you have a weapon that gives a +2 CMB when doing trip. You would select the "Weapon Trip: CMB" adjustment, select your weapon, and set the counter to +2. The wording of "Trip-CMB+" will appear next to your weapon with your current Trip CMB value including the +2 from the adjustment. So if your character currently has a +10 to trip it would read "Trip-CMB+12" next to your weapon. The adjustments are the following: Weapon Trip: CMB, Weapon Trip: CMD, Weapon Disarm: CMB, Weapon Disarm: CMD, Weapon Sunder: CMB, Weapon Sunder: CMD, Weapon: CMB, Weapon: CMD.
  • Weapon elemental damage. These adjustments let you add the wording of +1d6 next to a weapon. The ones included are for: Acid, Cold, Electricity, Fire, and Sonic.
  • Weapon Crit Multiplier - Lets you set the critical multiplier of a weapon from x2 to x4.
  • Weapon Crit Range - Lets you set the critical threat range of a weapon from 10 to 20. You use the counter to set the range so a counter value of 1 would give the weapon a 19-20 crit range. A value of 2 gives it a 18-20 crit range and so on.
Download PFRPG_Adjustments.user at d20pfsrd in the zMisc folder at the very bottom.
 
Hello All,

New Updates. :)

Latest Updates October 10, 2012

New PFRPG_Adjustments.user October 10, 2012. by ShadowChemosh. New adjustments file that holds many useful adjustments for both players and DMs. This is in the zMisc folder. This .user file adds all the following with the latest updates in blue.

Please note I have added this to the Powered By Hero Lab feature. So that if you wish future updates will auto-notify you about it. It can be found under the name "ShadowChemosh Adjustments (vX.X)".

  • Added in ValaraukarU's "Skill Bonus, Situational" adjustment that allows for adding situational text bonuses to Skills.
    [*]Added in "Weapon Unarmed Strike" adjustment that will add a 2nd Unarmed Strike to your character. This is useful if you want to setup two-weapon fighting with unarmed strikes.
  • Added "Weapon Hide on Print out" adjustment that prevents a weapon from being outputted to a character sheet.
  • Added "Weapon Elemental Dmg, Custom" adjustment which allows you to set the custom text that gets displayed next to a weapon. So if you select this adjustment and set it say "+2d6 Butter" than a dagger would read "1d4+2d6 Butter" for its damage.
  • Updated the adjustments that added elemental wording to use the new Pathfinder v7.0 methods.
  • Changed the name of the elemental weapon adjustments to be "Weapon Elemental Dmg" so they all sort together.
  • Changed "Weapon Bane Dmg" to work with the new enhancements to Bane weapons in Pathfinder v7.0.
  • "Weapon: Vicious Dmg" adjustment has been depreciated with the new changes done in Pathfinder v7.0. You should remove from your character as this adjustment will be removed in a future update.
  • With the new "Save All" mechanic added I added the following new adjustments: Saving Throw, All (Alchemical); Saving Throw, All (Circumstance); Saving Throw, All (Enhancement); Saving Throw, All (Insight); Saving Throw, All (Luck), Saving Throw, All (Morale); Saving Throw, All (Profane); Saving Throw, All (Resistance); Saving Throw, All (Sacred); Saving Throw, All (Trait).
  • Added new "Saving Throw, Situational Modifiers" that allows you to set a custom situation modifier for your character. In example lets say you have an ability called "Shadow Fire" that gives a +2 bonus vs Fireballs on Reflex saves. You add this adjustment then select "Reflex" from the drop down menu. In the "(Source)" area you type in "Shadow Fire" and in the "(Duration)" area you type in "+2 vs Fireball". Now HL will display the "Shadow Fire: +2 vs Fireball" on the Reflex saving throw.
  • Added "Racial Ability, Disable" adjustment that allows you to pick a Racial Ability and disable it. Please note that why this will work most of time somethings in HL are not coded to stop working when disabled.
  • Added "Weapon Order" that allows you to change the display order of weapons both in HL and a printed character sheet. Please read the detailed help on the adjustment for how this works. What you are doing is setting the Priority of the weapon in the list to a value of 1 to 10. The default value is zero so a weapon set to 1 will display before all the zero priority weapons. A weapon set to 2 is displayed before all the priority 1 and 0 weapon in the list etc etc...
  • Added "Weapon Flurry: Melee Attack Bonus" and "Weapon Flurry: Ranged Attack Bonus" adjustments which allow adjusting the new "Flurry" values that HL added in Pathfinder v6.20.
  • Added "Natural Weapon: Size" adjustment that increases or decreases the die size of a natural weapon.
  • Added "Caster Level" adjustment to just change the caster level of a single class.
  • Added Betsuni's "Weapon CMB" weapon adjustment that adjusts HL's global values based on the weapon you equip. This is useful when using HL software at the game table. So you activate the adjustment and then when you equip a Flail HL will show the +2 bonus you have on CMB Disarm manuevers.
  • Added new "Weapon Bonus" that gives a bonus to both attack and damage at the same time. No more need for two separate adjustments.
  • Added new "Character Sheet: DM" adjustment that causes everything on your character to print to your character sheet. This includes racial specials that don't normally print to your sheet. This is very useful when sending a pdf of your character to a DM who does not have Hero Lab. Abilities that provide static bonus to skills in example don't print to a character sheet. Making it very hard for a DM to figure out what is going on.
  • Added new "Weapon: Custom Text" adjustment so you that whatever you type into the (Source) box gets displayed next to your weapon in HL or on a printed character sheet. For all those looking for Flurry of Blows this is a nice comprise for now as you can type in your FoB values yourself to remind you during the game.
  • Added new "Weapon: Bane Dmg" adjustment so that you can correctly apply the Bane weapon property bonus to a weapon and have it remind you of the +2d6 damage.
  • Added new "Weapon: Vicious Dmg" adjustment so that you can display the +2d6, 1d6 to self damage next to your vicious weapon.
  • You can now add any of the following natural attacks to any creature/race/character. Once added you can easily adjust what the name of the natural attack is and you can up or down the die size. The natural weapons added are: Bite, Claw, Gore, Slam, Sting, Tail Slap, Talons, and Wing.
  • The Grab special attack is added as an adjustment now. Once added the Grab racial ability will display on the character. You then select the attack this is associated to and the wording " (plus grab)" shows next to the natural attack to remind you.
  • Poison Attacks added. You select the type of poison ie (Natural Weapon: Poison, CON) would add a CON damaging poison. Then you select the natural weapon the poison is associated to so that the wording " (plus CON poison)" displays next to the natural attack. Then use the counter to set the die size (ie 1d4, 1d6), the (source) section lets you set the number of additional saves required. Finally the duration section lets you set the number of rounds the poison lasts for with 1 round as the default.
  • Saving Throw for each specific bonus type (ie Alchemical, Circumstance, Enhancement, Insight, Luck, Morale, Profane, Resistance, Sacred and Trait). These will NOT stack with a similar type of bonus. I needed this for my own games so my players could do quick adjusts by bonus type.
  • Armor Class adjustments for the following: Armor, Deflection, Dodge, Natural, Shield, and Touch.
  • Damage Reduction adjustment that lets you either remove DR, change DR to a different type (ie from Slashing to Evil) or adjust the DR value to what ever you wish. You can also use this adjustment to REMOVE the DR of a creature. The Damage Reductions included are: -, Adamantine, Bludgeoning, Evil, Good, Magic, Piercing, Silver, and Slashing.
  • Weapon CMB/CMD adjustments. These adjustments let you add additional information to your weapons. For example lets say you have a weapon that gives a +2 CMB when doing trip. You would select the "Weapon Trip: CMB" adjustment, select your weapon, and set the counter to +2. The wording of "Trip-CMB+" will appear next to your weapon with your current Trip CMB value including the +2 from the adjustment. So if your character currently has a +10 to trip it would read "Trip-CMB+12" next to your weapon. The adjustments are the following: Weapon Trip: CMB, Weapon Trip: CMD, Weapon Disarm: CMB, Weapon Disarm: CMD, Weapon Sunder: CMB, Weapon Sunder: CMD, Weapon: CMB, Weapon: CMD.
  • Weapon elemental damage. These adjustments let you add the wording of +1d6 next to a weapon. The ones included are for: Acid, Cold, Electricity, Fire, and Sonic.
  • Weapon Crit Multiplier - Lets you set the critical multiplier of a weapon from x2 to x4.
  • Weapon Crit Range - Lets you set the critical threat range of a weapon from 10 to 20. You use the counter to set the range so a counter value of 1 would give the weapon a 19-20 crit range. A value of 2 gives it a 18-20 crit range and so on.
Download PFRPG_Adjustments.user at d20pfsrd in the zMisc folder at the very bottom.
 
A little erratum: in The Rise of the Runelords Anniversary Edition, the definition of the Dread Zombie's Brain Consumption abilty has been altered from what it was originally in the Advanced Bestiary. Instead of being an insta-kill, it now reads:
When the character makes a successful grapple check to deal damage with his bite against a pinned or helpless living foe, the victim takes 2d4 points of Intelligence drain as he consumes portions of his brain.
A successful DC 23 Fortitude save halves this Intelligence drain. A creature reduced to 0 Intelligence by this attack is slain. Creatures immune to critical hits and those with multiple heads are not killed by this attack. The save DC is Strength-based.
 
Hello All,

New Updates. :)

Latest Updates December 1, 2012

New ShadowChemoshAdjustments_v2.2.hl - by ShadowChemosh. New adjustments file that holds many useful adjustments for both players and DMs. This is in the zMisc folder. This .user file adds all the following with the latest updates in blue.

Please note I have added this to the Powered By Hero Lab feature. So that if you wish future updates will auto-notify you about it. It can be found under the name "ShadowChemosh Adjustments (vX.X)".

  • Added new skill bonus adjustments that can affect ALL skills associated to the same attribute (ie Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom).
    [*]Added new adjustment for giving a bonus/penalty to the DC of all your spells.
    [*]Added new adjustment for giving a bonus/penalty to the DC of all spells of a specific school of magic.
  • Added in ValaraukarU's "Skill Bonus, Situational" adjustment that allows for adding situational text bonuses to Skills.
  • Added in "Weapon Unarmed Strike" adjustment that will add a 2nd Unarmed Strike to your character. This is useful if you want to setup two-weapon fighting with unarmed strikes.
  • Added "Weapon Hide on Print out" adjustment that prevents a weapon from being outputted to a character sheet.
  • Added "Weapon Elemental Dmg, Custom" adjustment which allows you to set the custom text that gets displayed next to a weapon. So if you select this adjustment and set it say "+2d6 Butter" than a dagger would read "1d4+2d6 Butter" for its damage.
  • Updated the adjustments that added elemental wording to use the new Pathfinder v7.0 methods.
  • Changed the name of the elemental weapon adjustments to be "Weapon Elemental Dmg" so they all sort together.
  • Changed "Weapon Bane Dmg" to work with the new enhancements to Bane weapons in Pathfinder v7.0.
  • "Weapon: Vicious Dmg" adjustment has been depreciated with the new changes done in Pathfinder v7.0. You should remove from your character as this adjustment will be removed in a future update.
  • With the new "Save All" mechanic added I added the following new adjustments: Saving Throw, All (Alchemical); Saving Throw, All (Circumstance); Saving Throw, All (Enhancement); Saving Throw, All (Insight); Saving Throw, All (Luck), Saving Throw, All (Morale); Saving Throw, All (Profane); Saving Throw, All (Resistance); Saving Throw, All (Sacred); Saving Throw, All (Trait).
  • Added new "Saving Throw, Situational Modifiers" that allows you to set a custom situation modifier for your character. In example lets say you have an ability called "Shadow Fire" that gives a +2 bonus vs Fireballs on Reflex saves. You add this adjustment then select "Reflex" from the drop down menu. In the "(Source)" area you type in "Shadow Fire" and in the "(Duration)" area you type in "+2 vs Fireball". Now HL will display the "Shadow Fire: +2 vs Fireball" on the Reflex saving throw.
  • Added "Racial Ability, Disable" adjustment that allows you to pick a Racial Ability and disable it. Please note that why this will work most of time somethings in HL are not coded to stop working when disabled.
  • Added "Weapon Order" that allows you to change the display order of weapons both in HL and a printed character sheet. Please read the detailed help on the adjustment for how this works. What you are doing is setting the Priority of the weapon in the list to a value of 1 to 10. The default value is zero so a weapon set to 1 will display before all the zero priority weapons. A weapon set to 2 is displayed before all the priority 1 and 0 weapon in the list etc etc...
  • Added "Weapon Flurry: Melee Attack Bonus" and "Weapon Flurry: Ranged Attack Bonus" adjustments which allow adjusting the new "Flurry" values that HL added in Pathfinder v6.20.
  • Added "Natural Weapon: Size" adjustment that increases or decreases the die size of a natural weapon.
  • Added "Caster Level" adjustment to just change the caster level of a single class.
  • Added Betsuni's "Weapon CMB" weapon adjustment that adjusts HL's global values based on the weapon you equip. This is useful when using HL software at the game table. So you activate the adjustment and then when you equip a Flail HL will show the +2 bonus you have on CMB Disarm manuevers.
  • Added new "Weapon Bonus" that gives a bonus to both attack and damage at the same time. No more need for two separate adjustments.
  • Added new "Character Sheet: DM" adjustment that causes everything on your character to print to your character sheet. This includes racial specials that don't normally print to your sheet. This is very useful when sending a pdf of your character to a DM who does not have Hero Lab. Abilities that provide static bonus to skills in example don't print to a character sheet. Making it very hard for a DM to figure out what is going on.
  • Added new "Weapon: Custom Text" adjustment so you that whatever you type into the (Source) box gets displayed next to your weapon in HL or on a printed character sheet. For all those looking for Flurry of Blows this is a nice comprise for now as you can type in your FoB values yourself to remind you during the game.
  • Added new "Weapon: Bane Dmg" adjustment so that you can correctly apply the Bane weapon property bonus to a weapon and have it remind you of the +2d6 damage.
  • Added new "Weapon: Vicious Dmg" adjustment so that you can display the +2d6, 1d6 to self damage next to your vicious weapon.
  • You can now add any of the following natural attacks to any creature/race/character. Once added you can easily adjust what the name of the natural attack is and you can up or down the die size. The natural weapons added are: Bite, Claw, Gore, Slam, Sting, Tail Slap, Talons, and Wing.
  • The Grab special attack is added as an adjustment now. Once added the Grab racial ability will display on the character. You then select the attack this is associated to and the wording " (plus grab)" shows next to the natural attack to remind you.
  • Poison Attacks added. You select the type of poison ie (Natural Weapon: Poison, CON) would add a CON damaging poison. Then you select the natural weapon the poison is associated to so that the wording " (plus CON poison)" displays next to the natural attack. Then use the counter to set the die size (ie 1d4, 1d6), the (source) section lets you set the number of additional saves required. Finally the duration section lets you set the number of rounds the poison lasts for with 1 round as the default.
  • Saving Throw for each specific bonus type (ie Alchemical, Circumstance, Enhancement, Insight, Luck, Morale, Profane, Resistance, Sacred and Trait). These will NOT stack with a similar type of bonus. I needed this for my own games so my players could do quick adjusts by bonus type.
  • Armor Class adjustments for the following: Armor, Deflection, Dodge, Natural, Shield, and Touch.
  • Damage Reduction adjustment that lets you either remove DR, change DR to a different type (ie from Slashing to Evil) or adjust the DR value to what ever you wish. You can also use this adjustment to REMOVE the DR of a creature. The Damage Reductions included are: -, Adamantine, Bludgeoning, Evil, Good, Magic, Piercing, Silver, and Slashing.
  • Weapon CMB/CMD adjustments. These adjustments let you add additional information to your weapons. For example lets say you have a weapon that gives a +2 CMB when doing trip. You would select the "Weapon Trip: CMB" adjustment, select your weapon, and set the counter to +2. The wording of "Trip-CMB+" will appear next to your weapon with your current Trip CMB value including the +2 from the adjustment. So if your character currently has a +10 to trip it would read "Trip-CMB+12" next to your weapon. The adjustments are the following: Weapon Trip: CMB, Weapon Trip: CMD, Weapon Disarm: CMB, Weapon Disarm: CMD, Weapon Sunder: CMB, Weapon Sunder: CMD, Weapon: CMB, Weapon: CMD.
  • Weapon elemental damage. These adjustments let you add the wording of +1d6 next to a weapon. The ones included are for: Acid, Cold, Electricity, Fire, and Sonic.
  • Weapon Crit Multiplier - Lets you set the critical multiplier of a weapon from x2 to x4.
  • Weapon Crit Range - Lets you set the critical threat range of a weapon from 10 to 20. You use the counter to set the range so a counter value of 1 would give the weapon a 19-20 crit range. A value of 2 gives it a 18-20 crit range and so on.
Download PFRPG_Adjustments.user at d20pfsrd in the zMisc folder at the very bottom.
 
Last edited:
I'm new to Hero Lab and am having trouble getting the adjustment to work.

After importing the .hl file and relaunching Hero Lab, I load my character, go to Character > Configure Hero and select under "User Content" ShadowChemosh's Adjustments (v2.1).

At that point, I go to the Weapons tab and see no way to adjust the order of the weapons, which is the functionality I'm looking for and thus why I downloaded the .hl file.

Can someone tell me what I'm doing wrong?


Shannon
 
At that point, I go to the Weapons tab and see no way to adjust the order of the weapons, which is the functionality I'm looking for and thus why I downloaded the .hl file.
Hmm sorry I missed this post before. Sometimes these boards don't seem to highlight new entries for me.

Anyways. These are "adjustments" so if you go to the "Adjust" tab and then the "Other Adjustments" you will find one called "Weapon Order". I am just trying to point out how the name matches up. It easy if your new to HL to misunderstand the naming convention. Wish their was way to include a "read me" but you can't. :(

Once you add the Weapon Order adjustment you select the weapon you want to adjust from the drop down list. Then change the Counter up to make it have a higher priority in the list.

Hope that helps and happy gaming. :)
 
Does anyone want to tackle adding the feats, spells and magic items from Book of the River Nations (Jon Brazer Enterprises) to the Community dataset? I would, but don't have the time, patience or ability...
 
Hey, I'm using your add on for a second unarmed strike on a brawler fighter and have taken a trait that gives me +1 damage on my unarmed strikes. This +1 is not reflecting on your unarmed strike at all. I tried making it primary and secondary, to no avail. Any ideas?
 
Hey, I'm using your add on for a second unarmed strike on a brawler fighter and have taken a trait that gives me +1 damage on my unarmed strikes. This +1 is not reflecting on your unarmed strike at all. I tried making it primary and secondary, to no avail. Any ideas?
Hmm what happened is that many abilities in HL are not expecting to find Two Unarmed strikes so they only apply the bonus to the first one found. So in this case you would have to either modify the trait yourself to do a "foreach" loop instead of "hero.child". Or the easier way is most likely to put in a "Weapon Damage Bonus" adjustment and set it to +1. Then set a note its coming from the trait.

Sorry but you will just have to keep an eye out when you apply new feats/traits that they affect both weapons. Most seem to affect both (ie weapon focus, improved critical) but not everything will. :(
 
Getting this if I attempt to load both PF 7.6 and the Community Bestiary...

The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

File: PFRPG_Bestiary2_Variants.user (line 93) - Thing - Duplicate record encountered ('rYrthak')
File: PFRPG_Bestiary2_Variants.user (line 159) - Thing - Duplicate record encountered ('raYrtBlind')
File: PFRPG_Bestiary2_Variants.user (line 169) - Thing - Duplicate record encountered ('raYrtExplo')
 
Last edited:
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