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Use a feat to add spendable skill ranks?

Hello =]

I just got Hero Lab last week, and it's been a blast creating characters and adding custom content. Anywho, I've allowed the players in my group to take flaws from Purple Duck's Flaw book and I'd like to add these to Hero Lab.

Now.. when you take a Purple Duck Flaw, you either get an extra feat or 3 extra skill points to spend. I figured out the extra feat easily enough. I used a bootstrap to increase the number of feats left (resFeat.resLeft). So I thought adding more skill points would be just as easy, but it isn't for some reason. I tried bootstrapping resSkill.resLeft and resSkill.resMax, both together and separately, but it doesn't increase the number of skill points.

I'm going to try it again tomorrow, but any advise would be much appreciated =D
Thank you
 
Have you looked at the adjustments? There are adjustments to alter the number of feats or skills you get.
 
In the editor, General grouping, Adjustments tab. Use the "New (Copy)" button to copy something similar to what you're trying to accomplish, and then study its eval scripts to see how it does it.

And forget bootstraps for what you're trying to accomplish - I'm amazed that the hack you're describing worked in the case of feats. You'll be using Eval Scripts for what you want to accomplish.
 
Alrighty, I got the code. Should I make a new Adjustment and attach that to the feat somehow? or just put the code into the feat? or.. use the feat to add the adjustment?
I've never really used eval before ^^; So I'm not sure what is the best way of doing this.

EDIT: I got it to work by copying the eval script to the feat =D
Out of curiosity, would the other methods I described work?

Thank you for your help ^^
 
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A feat called Open Minded in the 3pp pack already exists for gaining 1 skill point per level when the feat is added.
 
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