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Requested Capablities

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Targeting Other Melee and Other Ranged

For abilities that target Other Melee and Other Ranged Natural Attack could it display the attacks livename (which is changed by the user for the appropriate attack name) instead of name. So we can have Grab: Lash instead of Grab: Other Melee Natural Attack displayed.

This would also be useful for the new poisons.

Edit: Actually if this could include anything that makes use of the Target.XXXX tag. Often users rename objects to something similar (for example using wTentacle for Tendrils).
 
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Things I'd like to see:

1) option to keep all of something together if possible when printed, for example, languages will often run onto two sheets.

2) option to show uninstalled but available downloads.

3) option to show what is differently installed between the 3 machines I have Hero Lab installed on. (and an easy way to get them to the same version of everything!)

4) quick and easy way to show versions of all user generated content installed on a machine.

5) quick and easy way to generate a summary of all spells available to a cleric or druid.

Thanks!
 
1) Spell Resistance being part of the character's "top row" (with race/class level, HP, AC, Wealth & Gear Value)
2) Damage Resistance & Reduction and Fast Healing/Regeneration being indicated on the In-Play tab below HP (as part of the Hit Points section)
 
What I would LOVE to see is a Character Sheet Tab. When you select the tab it reverts the GUI to a Character sheet and it lets you interact with it. Keep the tabs up top of course. Then if you select any other tab it reverts it back to the normal GUI.

Just a wish :)

edit: Sort of like how the iPad almost does it now.. except with the ability to come back to the current style of GUI we have on the PC's :)
Make sense?
 
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Feature Request...

Sense your adding the city rules from Ultimate Campaign could you add the Settlement creation rules from the Game Mastery Guide? To help us GMs.

It doesn't look like it would be too hard if they were treated like an army. If it was a configuration choice like NPC, PC and Armies. Just add some tabs that cover the type, alignment, qualities, disadvantages, , government, and available magic items, and suppress the other tabs.

It would be a wonderful aide to the GM that needs to stat up the village the PCs just wandered in to.

Thank you for all you hard work.
 
What would be really useful is a way to turn off pathfinder gods w/o turning off the rest of the source material from updates.
 
A solution that comes to mind is to make your own source user file, give it a name such as "No Gods", then go to the precludes and preclude all of those deities when the "No Gods" is selected in the Configure Character window. While you are at it you can preclude other things that you do not want in a particular campaign.
 
Dude... where's my stuff? (Inventory Lister)

There may be a custom print template, or maybe this is possible and someone didn't think of it yet...

Dude... where's my stuff? I mean, what container is it in? I would love some way to print a nested table showing what bags of bags are within my containers, which bags are overweight, and what stuff weighs.

I'm in the middle of shifting things around a new Handy Haversack, and I want to be sure what I am doing actually makes sense within the rules of the game. Eventually, I want to get my shiny new Handy Haversack to mirror the "Handy Haversack Pack" sheet I've seen and simply make sure I keep my print-out from Hero Lab a mirror of that handy HH-Pack PDF.

Ideas and suggestions on this are welcome. It would be very happy to have "Where's my stuff?" print out as an option on printing my character profile. Or maybe it's there, and I simply don't recognize the option for what it is. I'm still learning my way around. :D
 
I will also state that I copy/paste/edit from other items in the editor, and the editor could decidedly be more user-friendly. It's back-end things like that which can make a huge difference in crowd-sourcing additions to Hero Lab data packages. In attempting to create my own third-party materials, I often come up with solid ideas and have to alter them or remove them entirely because I can't quite figure out how to make it work in Hero Lab (because I'd like to release a .pdf and Hero Lab file jointly).

My biggest criticism is in locating items to alter or clone; there's no search feature if you know what you want and you don't want to have to scroll all the way down to select it. I often page-down, but that becomes quite cumbersome after a while.

All in all, it's a fantastic program and I use it nearly every day, but the back end tools could use some definite "beefing up".

Cheers!
 
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Bonus breakdowns?

Is there a way to see a breakdown of the hit bonus, AC bonus, save bonus, or damage bonus that Hero Lab displays? There's often the case where one of them is a point or two higher or lower than I expect and I have a difficult time figuring out what I'm missing.
 
for saves if you have the develop menu enabled you can right click on the save and select show debug fields. ac and attack bonuses don't have this enabled for whatever reason. however you can click on the items/feats/specials or whatever that grant a bonus and show its fields/tags that the ability has and see whats going on behind the scenes.

mouse over the ac area on the "basics" summary pannel shows what its adding to come up to the totals,

debug fields on the weapons tab shows what all is on the weapon but not how its adding it up.
 
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If you don't have AncientOne's character sheet output, I'd highly recommend it.

You can move inventory into whatever container you wish. It's a little cumbersome, and (I think) you'll have to re-do it every time you print a new sheet, but its the best workaround available AFAIK.

Cool! I have it, but I didn't really look at it to know I could do this. I also have the "Handy Haversack Pack" grocery list, so I'll have to decide how best to negotiate this thing. So much the better of HL could print inventory in containers since HL 'knows' where they are, but you work with wha'cha got, eh? :)
 
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.

Shadow,

Your adjustment "Weapon: unarmed strike" is really helpfull but would it be possible to have another adjustment "Weapon Unarmed Strike(MONK)" that would be like the default "Unarmed strike" except it will get full strength (1.0*STR) and full power attack (-1/+2) when using it as offhand instead of the reduced off hand values.

I ask this because the Monk unarmed strike is different than everyone else unarmed strike and doesnt suffer these off hand penalties:

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Ideally, this new adjustment should also use the damage dice given by the character monk levels instead of default 1d3.

If there is already a way to emulate such new adjustement through other means, please explain me how to do this :)
 
Shadow,

Your adjustment "Weapon: unarmed strike" is really helpfull but would it be possible to have another adjustment "Weapon Unarmed Strike(MONK)" that would be like the default "Unarmed strike" except it will get full strength (1.0*STR) and full power attack (-1/+2) when using it as offhand instead of the reduced off hand values.

I ask this because the Monk unarmed strike is different than everyone else unarmed strike and doesnt suffer these off hand penalties:
I am always happy to add stuff but I have to say I am confused. I added the extra Unarmed Strike NOT for monks but for those with Fighter/Barbarian archetypes that used Unarmed strikes and Two-Weapon Fighting.

As a Monk can't TWF and Flurry and a Flurry would always be better than TWF I don't see why you need the 2nd Weapon?

In example lets say your Unarmed Strike is +3H then your Flurry is +1/+1 which is listed on the Unarmed Strike weapon. Your attacks with Flurry can be with any part of your body (head, knee, elbow, feet). But that is just fluff as the attack is still just (+1/+1) and the damage is always the same.

The Power Attack part yea is an issue as HL displays the wrong values during a Flurry because at level 4 your PA damage would go up when you flurry. I don't have a perfect method yet for that.

If I am missing something let me know. :)
 
Shadow,

Flurry is another topic and am not talking about it, just straight TWF for monks.

My monk cant flurry (master of many style archetype) but still use two weapon fighting feats with his monk unarmed strikes.

Less confusing now ? :)
 
I'd quite like a "propagate experience points" across all portfolios option.
Similar to the prepare portfolios for distribution in a folder option currently available from the tools menu.

I'm forever importing an encounter portfolio with the pcs attached, deleting the npc's then adding xp to each Pc one at a time, which is quite laborious.
 
There are several things that I wish had the ability to propagate across multiple characters in a portfolio: damage, healing, conditions, XP, probably a few others. Most of these would be worth including in the Tactical Console more than the core of HL, but would make party management vastly more simple.

(Yes, I know I've mentioned some of this before, but I think it's well worth it.)
 
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