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Version 8.8 of the Pathfinder files for Hero Lab is now available

Mathias

Moderator
Staff member
A new update of the Pathfinder files for Hero Lab is now available from the automatic updates mechanism within Hero Lab.

This update adds a new Player Companion book for those who own the Player Companion #14 package; Bastards of Golarion. This package is available for $4.99. It already contains Player Companion: People of the Sands, and will get one more book from the Player Companion line, as Paizo releases more of them.

Do you feel like your Pathfinder game needs a refresh? Feel like you just need a new take on classes or the usual approach to your games? From the publisher that brought you 1001 Spells, Rite Publishing is now bringing “The Secrets of Adventuring” to your game! This book brings provides new choices for the usual Pathfinder character options, and also takes a new approach to classes. If your players aren’t interested in the hack and slash approach, provide them with the option of Tactical Archetypes! Rite Publishing has partnered with Hero Lab to release Chapters 1-6 this month, and more chapters will be released over the following months as free updates to anyone that has purchased the package. Refresh your game today with “The Secrets of Adventuring” for only $14.99!

This update also adds player content from Adventure Path #79 and some bug fixes.
 
Here's the change list for this update:
(this and all of the previous change lists are available in the FAQ section of the Help menu in Hero Lab)

New Releases!

  • Content from Bastards of Golarion is now available as part of Pathfinder Player's Companion #14.
Enhancements & Changes

  • Added player content from Pathfinder #78 "City of Locusts".
  • Added a new table to the Psionics tab, to display Psionic Powers gained from equipped items (similar to the Magic Item Spells table).
  • Added a summary tab for Psionic powers.
  • Added a "Other Backgrounds" table on the History tab, to contain any backgrounds of new types which can be combined with those categories defined in Ultimate Combat. For example, some player companions have "Themes" with associated backgrounds. This can also be used for certain campaign settings which give extra traits and bonuses based on region of origin, or other such.
  • Shield Bashes will now only show in output if the hero has the improved shield bash feat or if the bash weapon has been enhanced for attack (such as being made magic or masterwork).
  • Added a new "Always Print Shield Bash Attacks" option in the "Output Options" section of the configure hero settings, which means that shield bash attacks are always shown in the statblock and printout, regardless of whether that shield has been improved or the character has improved shield bash.
  • Weapons which require actions to reload (like crossbows, slings, and firearms with a capacity of 1), or must be drawn (like most throwing weapons other than Shuriken) cannot normally make full attacks, so they now show a single attack at thier highest bonus instead. Taking the appropriate feats (like rapid reload for a light crossbow, or Quick Draw for thrown weapons) will remove this restriction and show their full attacks.
Bug Fixes

  • The tourmaline sphere ioun stone was showing the abilities of a silver spindle.
  • The Armored Might mythic path ability was increasing the character's natural AC bonus.
  • The Kobold's Neighbor trait was missing its situational bonus to Perception.
  • The item powers with user entered text (such as bane) were not showing that text in their weapon's name.
  • Psionic Classes were lacking a "Special Abilities" button required to view their class specials and make changes to them.
  • Abilities marked by AbilType.PsiLike were lacking a space before "(Ps)"
  • On the spellcasting tab, the listed class abbreviation was not vertically centered.
  • Reputation picks on the Social table had their PP values pushed too far right (and overlapped with a button).
  • Many places where gp or xp were shown needed to group every 3 numbers (I.E. 1000 should have been 1,000).
  • Riffle scrolls were not being output with the correct name on the statblock.
  • Traits were not generating auto-generating their DCs under some circumstances.
  • The samurai's Resolve ability was missing a summary.
  • A bard's Fascinate Bardic Performance was showing an incorrect number of targets.
  • The witch's Prehensile Hair hex was always showing as a secondary attack (this change was made in response to a post made by Sean K. Reynolds).
  • The bite attack granted by the ring of rat fangs had the wrong damage type.
  • The deliquescent gloves weren't applying their bonus acid damage.
  • The Anatomist, Canter and Dirty Fighter traits were missing their situationals.
  • The Rich Parents trait was repeating it's name in the description.
  • For the Crossblooded sorcerer archetype, the choice of what bloodline ability to choose would sometimes not include choices that it should.
  • The Spellslinger wizard archetype was not granting proficiency with guns when the "Commonplace Guns" or "Guns Everywhere" firearm availability settings were chosen.
  • The Sensei monk archetype was granting too many bonus feats at 10th level and above.
  • Negative Levels were not applying a penalty to attack rolls.
  • Classes that require a hero to be within 1 step of their deities alignment were throwing errors incorrectly when the "Point Based Alignment" variant was selected.
  • The "Point Based Alignment" variant rule was not correctly fulfilling alignment prerequisites on feats, classes, etc.
  • Custom/Magic meteor hammers were not gaining the benefits of Weapon Focus (meteor hammer) and similar feats.
  • The Blood Vengeance feat was not affecting the Bloodrager's rage ability.
  • The Pariah Witch Hex was not counting levels of the Winter Witch PrC towards it's pre-requisites.
  • The Big Mouth, Dirty Fighter (Orcs of Golarion version), Mindlessly Cruel, and Sun Blasted traits were missing their situationals.
  • The Deadeye trait was incorrectly applying a trait bonus to all perception checks, rather than a situational stating the bonus on sight based perception.
  • The Fetchling's World Walker ART was eliminating the stealth bonus of the race's skilled ability (rather than just modifying the knowledge bonus).
  • The Oracle of the Wind's Gaseous Form revelation was missing spell info for the associated spell, and the Invisibility revelation had flipped which spell information was shown.
  • The Master Chymist PrC was not increasing an alchemist's bomb damage correctly.
  • The Ki Mystic monk archetype was not replacing the Diamond Soul class ability.
  • The Bloodrager's Draconic bloodline's Claws ability would sometimes alter the wrong pair of natural weapons if the hero had claws from multiple sources (for example, the half dragon template).
  • The extra energy damage granted by the Claws ability was being applied at 11th level, rather than 12th.
  • The Tattooed Sorcerer archetype's Bloodline Tattoos ability was not functioning.
  • The Heirloom weapon trait could not choose nonmagical/nonmasterwork composite bows.
  • The output hero statblock was not showing mounts and minions in the gear section, nor the gear on said mounts.
  • Spell Like Abilities which have been hidden were still showing on the output hero statblock (for example, a Gnome with Charisma too low to use his racial spell like abilities).
  • Custom/Magic ammunition was not showing in the "Combat Gear" section of the output hero statblock.
  • Custom Gear, Containers, and Valuables were not correctly setting their names in the output hero statblock.
  • The Rapid Reload feat could not choose the "tube arrow shooter" weapon.
  • Fixed an error found in the Sadhu archetype from Heroes of the Jade Oath.
  • The Agathion (Good) domains Protective Aura class special was stacking incorrectly with other deflection bonuses to AC when activated.
  • The afflicted werecrocodile had an incorrect name and was missing the Hold Breath ability.
  • Multiclass monks now apply their full base attack bonus to their flurry of blows.
  • The Deadly Aim, Power Attck and Combat Expertise feats now show their increased effectiveness when applied to a flurry of blows/arrows
  • Quicken SLA and Empower SLA feats were not showing correctly in the statblock in some situations.
  • Archetypes that replace armor proficiencies were reporting an error if their associated class was not present.
  • In some instances, the Sea Reaver barbarian archetype's Savage sailor ability could apply double its skill bonuses.
  • The Frost Dagger spell was not allowing Rime Spell metamagic power to be applied to it.
  • The animal shaman archetypes have been updated to the latest FAQ.
  • The wizard's spellbook window is now much smaller.
  • A monk's robe now acts correctly for a brawler.
 
Data File Authoring


  • Livename setting scripts have been consolidated into a single component, called "SetName". Instead of happening at various phases and priorities depending on their parent component, the initial livename is generated by Render 1000, unless a pick specifically sets its own before then. At Render 25000 the remainder of the information displayed in livenames (such as "(DC XX)", "(Su)", or "(1/day)") is appended to the specific or default livename.
  • Hide.Statblock can now be applied to weapons in order to prevent them from being shown on the printed character sheet and output hero statblock. This allows for shield bashes (for example), to hide themselves unless on a character who has Improved Shield Bash or has otherwise enhanced the shield as a weapon.
  • Added two tags "PrimaryUse.Ranged" and "PrimaryUse.Melee", which affect how a weapon which can be used in both Melee and Ranged is output. For example, the Javelin can be used in both and because the default was to show in melee it was often on the wrong line of the statblock. Now it has PrimaryUse.Ranged and shows on the ranged line of the statblock. I am hoping to expand upon this in the future so that each weapon can declare its primary use individually, and these tags are the first step.
  • Added the Helper.RacSpAbil tag. Like Helper.DomSpAbil, it marks spell like abilities which should be shown in a seperate table in the output hero statblock, headed by "RACENAME Spell-like abilities". For example, the Gnomish spell like abilities are marked with this tag.
  • Added Helper.SingleRAtt and Helper.SingleMAtt which function similarly to Helper.SingleAtt, but are restricted to only their respective kinds of attacks. For example, a Javelin can be used in melee to make a full attack at high BAB, but unless the hero has Quick Draw the ranged attacks need to be limited to a single attack.
  • Added the ReloadAct tag group (which inherits all tags from the abAction group) which can be added to weapons as needed (one handed and two handed firearms will assign a default tag if one isn't specified). BroadCast.RapidRel reduces the tag by 1 step, and if it brings it down to a free action, then the Helper.SingleRAtt tag on this weapon is deleted.
  • Added Helper.DrawAsAmmo and Helper.RelDw2Step, both used to determine if Helper.SingleRAtt is applied. DrawAsAmmo exempts Shuriken from the Thrown Weapon Limitation, and RelDw2Step causes the Rapid Reload feat to decrease reload by 2 steps instead of one (such as for heavy crossbows which go from "full rd -> standard -> move").
 
And now my Gunslinger using a pistol with Rapid Reload and Alchemical Cartridges no longer shows all his attacks, because there is no way to select ammunition along with the weapon.

Is there a way to turn this off?
 
Not currently. You could fairly easily create an adjustment to delete Helper.SingleRAtt from a selected weapon though.
 
This might be the case if I had a clue how the editor worked. :confused:

Is it possible to code a hack that would treat one and two handed firearms as one step faster to reload if the character has any alchemical cartridges in their weapons? That might be worth it.

For this weekend's game, I just won't update the laptop.
 
This might be the case if I had a clue how the editor worked. :confused:

Take some deep breaths, the editor isn't hard to learn, you just have to give it a try. You aren't using everything in the editor to make an adjustment that removes a single tag. First open the editor, in the tools menu, select launch editor.

Once the editor pops up, create a new data file under the file menu. Once that opens up. Look for adjustments under the General tab (the general tab should be open by default when you open a new data file). Select the adjustment tab, New (blank). This will create a new adjustment. Select an appropriate name for the adjustment and fit the unique id to the name you chose. Once that is done, click eval on the right side of the editor. This will bring up the scripting window. Choose your phase to be something like post-attributes (users) and priority of 10000. Then insert a line of code into the script window below that:

Code:
 perform field[usrChosen1].chosen.delete[Helper.SingleRAtt]

This should get rid of the tag from the chosen weapon completely.
 
You'll also need to select "Current Weapons" on the "Show Menu" line, so that the adjustment will show all your weapons in the selection dropdown
 
Not currently. You could fairly easily create an adjustment to delete Helper.SingleRAtt from a selected weapon though.

I have to tell you this is upsetting. This should have been thought of before implementing this.

I understand you can make an edit so it works with the weapon, got it, and hate it. That said, How do move that edit to HeroLabs on the iPad?
 
I have to tell you this is upsetting. This should have been thought of before implementing this.

I understand you can make an edit so it works with the weapon, got it, and hate it. That said, How do move that edit to HeroLabs on the iPad?
As this is one causing issues I was thinking of adding it to my Adjustments addon and then as long as your setup for the community servers its an easy download to the iPad.

You can also just download it using the Safari browser and it would ask to open the .hl file in HL app. The only issue is you won't be auto-notified about future updates if you go downloading through the Safari browser.
 
Well, it doesn't work.

This is what the code looks like:
Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
  <thing id="reloadfix" name="GunPatch" description="Eliminates the reload speed restriction of the selected weapon. Meant to be used with firearms, since the effect of alchimical cartridges is not currently reflected in Hero Lab." compset="InPlay" summary="Reload Speed Patch">
    <tag group="Adjustment" tag="YourWep"/>
    <eval phase="UserPostLv" priority="10000">perform field[usrChosen1].chosen.delete[Helper.SingleRAtt]</eval>
    </thing>
  </document>

What did I do wrong?
 
Well, it doesn't work.

This is what the code looks like:
Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
  <thing id="reloadfix" name="GunPatch" description="Eliminates the reload speed restriction of the selected weapon. Meant to be used with firearms, since the effect of alchimical cartridges is not currently reflected in Hero Lab." compset="InPlay" summary="Reload Speed Patch">
    <tag group="Adjustment" tag="YourWep"/>
    <eval phase="UserPostLv" priority="10000">perform field[usrChosen1].chosen.delete[Helper.SingleRAtt]</eval>
    </thing>
  </document>

What did I do wrong?
My guess is the timing. As this is brand new I don't know for sure when the tag Helper.SingleRAtt is getting placed or other calculations.

For now my advice would be to go sooner. I would go first/1000.
 
Still no luck. I played around with timings, but no difference.

By the way, ShadowChemosh? I noticed that the Weapon Order that I put on the same character is no longer functioning for two of the four weapons it was placed on. They happen to be the two weapons that are affected by the rate of fire/reload time change. Coincidence?
 
Tag is applied at PostLevel 5000, so any time after that should be fine. Since you're example ran after that, timing isn't the issue. It looks like your adjustment is using the usrChosen1 field, but adjustments use a different field, pChosen. Try this instead:

PostLevel 10000
Code:
      ~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)

      ~ Delete the tag limiting us to a single ranged attack.
      perform field[pChosen].chosen.delete[Helper.SingleRAtt]
 
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And for what it is worth, sorry for the inconvienance. I try to test and anticipate the effects of fixes, but I don't always catch everything. Even if I had, this is something which relies on associating certain ammunition with weapons which is a whole other kettle of fish.
 
If I'd realized a gun was hiding in the pot which called the kettle black I might have tried cooking the kettle of fish, but I was busy building a fire for some gumbo and I think this metaphore has gotten a little out of hand.
 
I had to do some fixes so I put out v2.7 of my Adjustments addon and it now contains "Weapon Full Attack, ALL" and "Weapon Full Attack, Select" to allow forcing all weapons or a single selected weapon to get all its attacks.
 
Thank you, ShadowChermosh! That works for me. I did want to mention that the issue where the weapons subject to the new tag are not responding to the Weapon Order adjustment at all is still present.

Aaron, is my original idea
Is it possible to code a hack that would treat one and two handed firearms as one step faster to reload if the character has any alchemical cartridges in their weapons?
practical? It seems like it might be, and would be a workaround that would do the job about as well as I can imagine anything short of actually dealing with ammunition would.
 
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