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Requested Capablities

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I would like to see all of the feats that are not implemented get finished. Spell Perfection is from the APG and is still not finished. Lots of others too. It would also be nice to have all of the feats and traits that do nothing fixed. I don't bother to even report all the bugs I find anymore since they never get fixed. It would take me hours to fill out the bug reports.
There also needs to be more character info like the character folio gives. That could be something that you sell.
The output limit for text needs to be increased. After 1 column it is cut off.
A list of reported bugs would be nice so everyone does not waste their time filling out bug reports for nothing.
 
Add feature Tottal gold earned

On the Journal page could you add a running total of all gold earned? This would allow easy tracking of total wealth for GM's in PFS.
 
On the Journal page could you add a running total of all gold earned? This would allow easy tracking of total wealth for GM's in PFS.

How would this differ from the reports of total gear value and total wealth that are already displayed along the top? Aren't you simply looking for the total of those two numbers?
 
Mathais, The total gear does not alway reflect your correct total wealth, because to upgrade arms and armor you have to sell the item back at 100% value because the program does not have the ability to tell diffrence between the current price and the ugrade price of the Item.
 
Mathais, The total gear does not alway reflect your correct total wealth, because to upgrade arms and armor you have to sell the item back at 100% value because the program does not have the ability to tell diffrence between the current price and the ugrade price of the Item.

Sorry, I don't understand what you mean - if you sell something at full price, and use that amount of money as part of another purchase, how could you not end up with a total wealth + gear value that's the same before and after you make the purchase?
 
Sorry, I don't understand what you mean - if you sell something at full price, and use that amount of money as part of another purchase, how could you not end up with a total wealth + gear value that's the same before and after you make the purchase?

its cheaper to craft something that if you buy it from an npc, also sell price is not always 100% depending on the gm, also there is always the chance that a thief made away with part of your loots
 
Mathias - I think the clarification needed from what I understand of this is that what is wanted is a running total of all earnings based on the current cash plus the actual amount spent on items, rather than the current cash plus the given value.

e.g. if I buy a 20gp value item for 10gp then it will record the 10gp cost, whereas the gear value existing at the moment tracks the 20gp value.


Basically something as a tool for GMs to be able to keep track of where money has been spent and how things have been obtained rather than something for PCs to use as a method of working out how much their gear is worth.
 
That said, personally I'd have thought that actual value of the items was more important to keep an eye on whether someone's personal wealth is getting out of hand than the amount it cost them to get it... the difference might make for interesting consideration though.
 
Also, in PFS (and many campaigns) you can only sell items back at 50%. So total current wealth plus gear value won't equal total wealth gained over the course of the character's life.
 
Making Changes to the Tactical Console

I've been using Hero Lab to run my session for close to two years now, and have found it to be a tremendous boon. However, there are some changes I would like to make/have made for the tactical console and the main display and would like some insight into how to implement them.

First, I would like to add a stat block tab to the basic display of every character. The summary windows are too narrow, and are arranged in a very unfamiliar and unintuitive way. There are a great many situations where I would prefer to just click over to a stat block. And while I realize I can just generate a stat block and open it in a browser window, my desktop and task manager is already a cluttered mess when I'm running a session. Anything to streamline the process means more encounters per session.

Second, the tactical console's size and shape seems out of whack. Because of the size, it is difficult to display the console and the main window when running an encounter. The information contained in the console is also hard to read at times, and is redundant...all the information is already contained in the Hero containers.

What I'd like to see is a revamp of the tactical console so that it is arranged similar to this:

tcconcept.jpg


If the initiative tracker at the top is set up to make the character active in the main editor window as their turn comes around, it would eliminate the need for a lot of the redundant information in the tactical console, and keep everything in one place.

Third, I'd like to be able to apply damage, conditions, and adjustments to a character in the counter simply by right clicking and using a context menu instead of a button that opens another window, etc.

Fourth, I'd like the option to be able to have the tab selected to be persistent or independent (same tab is active when I switch characters, or last tab selected for that character remains active)

Lastly, MASS DAMAGE/HEALING. I would like to be able to apply damage/healing to groups of targets at a time. A sub menu similar to the delete character dialog would do, with a check box to indicate half damage.

I might be able to implement some of this stuff on my own using the editor, but I think that the tactical console, for example, would require recoding on the developer's end.

Thanks again for a great product, and if anyone else has any ideas on how to implement these ideas, please let me know.
 
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Moschops, that is not something that a user can add, so I moved your post into the Pathfinder requested capabilities thread.
 
not sure if I've posted this before but I was just thinking a #babvalue[] macro that returns child[Attack].field[tAtkBase].value would be nice
 
I've been combing through the forums and help files, and maybe I just haven't found the right search term, but it seems to me that one really nice improvement would be on the often overlooked "Select a Game" screen. Anyone who deals with multiple games (or multiple copies of the same game) may end up wishing that they could put the games into some order of their own choosing.

It's just a thought.
 
What I would love to see is a search mechanism for the stock portfolio area. It is getting to the point now that with so many creatures and NPC's it would be useful to have a search bar to go through the entire stock tab.. and even to have some kind of tree so that you can open and close certain books and or stock portfolios.
 
For the stock portfolios I'd just be happy if they were ran through a sort() call before displaying them in the list so they where alphabetically in order. That should be a quick change.

For searching them, now that they're zip files I could probably write something 3rd party to do that. But the problem is that ideally I'd like to parse the stocks and cache the data in sqlite since running through all the zips and parsing 4500 creatures every search is slow.

With that I think I'd be able to write something that allowed searches like:

"race:elf,class:wizard,level:>3,spellbook:magic missile" - show all elven wizards above level 3 with magic missile in their spellbook.

"cr:5><8,special:immunity to poison,feat:improved initiative,item:amulet" - show everything between CR 5 and 8 that has improved initiative, immunity to poison and is carrying an amulet.

The data is there and parsable now in most stocks, I just wouldn't want to write an app that dumps the data into a user local sql for searching without Lone Wolf's okay on it.
 
Primal Dragons

I'd like to see the Primal Dragons and Imperial Dragons entries fleshed out for HeroLab so we can pull from any of the age categories instead of the three that we currently are limited to.


Thanks,



Ed
 
two-weapon fighting with unarmed strike

I think I asked this a long time ago.

Are there any plans to add 'unarmed strike' to the list of purchasable and equipable weapons?

There are plenty of builds out there that are able to use it (Master of Many Styles Monk, any other Monk that gives up Flurry of Blows, Brawler Fighters, Brutal Pugilist Barbarians). At the minute I've had to create my own weapon called unarmed strike in order to use Two-Weapon Fighting with a Brawler Fighter but I feel it really should be just available as a selection by default.
 
Alchemical Weapons

Is there an easy way to add the alchemical weapons under the weapons tab instead of as gear? I'd like to see the bonus's to throwing them, ranges etc.
 
I think I asked this a long time ago.

Are there any plans to add 'unarmed strike' to the list of purchasable and equipable weapons?

There are plenty of builds out there that are able to use it (Master of Many Styles Monk, any other Monk that gives up Flurry of Blows, Brawler Fighters, Brutal Pugilist Barbarians). At the minute I've had to create my own weapon called unarmed strike in order to use Two-Weapon Fighting with a Brawler Fighter but I feel it really should be just available as a selection by default.
My adjustment addon has this where it adds a 2nd copy of the Unarmed Strike weapon for you. Its the exact same one as HL uses so all feats and stuff work correctly with it.
 
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