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Trying to Create Archetype, No experience with Editor

tkr12396

New member
Hey Everyone! HeroLab is a really cool tool, and as I start to delve deeper into it I'm blown away by the possibilities of what this can do! Unfortunately, I ran into a wall trying to move one Archetype over to a different class.

I'm currently trying to do this with the Titan Mauler archetype, I want to move it over from to Bloodrager. This is all working excellently, however one class special, Massive Weapons, doesn't want to work by itself. I have no idea how to code, so I definitely get lost when I need to swap over to "Eval Scripts."

I'm assuming that the problem is that Massive Weapons is trying to replace Trap Sense, which is the one ability that isn't shared between Bloodrager and Barbarian, so it's trying to replace that but can't find it. I tried to make it replace Blood Sanctuary just to go in, and that kind of worked? I now see Massive Weapons in the class specials under the Bloodrager tab, but it still doesn't pop up under my specials, and I still can't use large weapons. I could just be swinging wildly nowhere near where I'm supposed to be, but it would mean a lot if I could get help!

I'm going to paste the Eval Scripts here so that you don't need to dive into the app to look at things. :D

Phase: Post-Levels / Priority: 10000 / Index: 1


field[abValue].value += field[xCount].value

Timing: None Specified

Phase: Final Phase / Priority: 7500 / Index: 2


~ Don't do anything if we are not high enough level
doneif (tagis[Helper.ShowSpec] = 0)

doneif (tagis[Helper.SpcDisable] <> 0)

~only run the rest for the first copy
doneif (tagis[Helper.FirstCopy] = 0)

~ Search through all weapons, if there is a positive size difference
~ (gSizeDiff) then see how much and apply our value to offset the penalty.
foreach pick in hero from BaseWep where "fieldval:gSizeDiff >= 1 & !wFtrGroup.Natural"
eachpick.field[wSzDiffPen].value += field[abValue].value
nexteach

Timing: After: Calc wSzDiffPen; Before: Calc wAttack


Phase: Render / Priority: 10000 / Index: 3


field[listname].text = field[thingname].text & " " & signed(field[xIndex].value)


Timing: None Specified

Phase: Pre-levels / Priority: 100 / Index: 4


doneif (#levelcount[Barbarian] < 3)

perform hero.assign[Hero.MassWeaps]

Timing: Before: Calc wClass

So I understand a whopping very little of that haha. Any help is appreciated, thanks! :D
 
This is the problem:

Code:
doneif (#levelcount[Barbarian] < 3)

Somebody didn't follow the proper practices to keep class specials generic and reusable. I'll switch it over for the next release, but in the meantime, what it should be is:

Code:
      call foctoclass

      doneif (state.isfocus = 0)

      var level as number

      if (focus.tagis[component.Configure] <> 0) then
        level = focus.field[cfgLevel].value
      else
        level = focus.field[cTotalLev].value
        endif

      ~ If we're not shown, just get out now
      doneif (level < tagvalue[ClSpecWhen.?])
 
Or for the really simple explanation, replace

Code:
doneif (#levelcount[Barbarian] < 3)
With
Code:
doneif (#levelcount[Bloodrager] < 3)
or
Code:
doneif (#levelcount[Barbarian] + #levelcount[Bloodrager] < 3)
 
Thanks a bunch guys! I'm definitely a bit upset in myself that I missed the big BARBARIAN in brackets haha. I'll be sure to keep this in mind for the future :)
 
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