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Messages - dmayhew469

Pages: [1]
Modifications / Re: Making Utility Powers?
« on: July 07, 2017, 02:11:16 PM »
I think I did.  I created a dummy power to test with and I didn't keep it after i finished the test.

Modifications / Re: Add the INit modifier for Battle Harness
« on: June 15, 2017, 08:27:12 PM »
Add this eval script:

Phase:  Traits
Priority: 1000
    doneif (tagis[Equipped.Equipped] = 0)
    var bonus as number
    bonus = 1

Timing  Before: Derived trtFinal

You will have to add this to each item and change the bonus to match the enhancement bonus of the item.

Modifications / Re: Making Utility Powers?
« on: June 15, 2017, 07:59:03 PM »
What type (class, race, etc.) of power are you trying to create?

Modifications / Re: Change Attack Ability
« on: June 15, 2017, 07:57:20 PM »
This is the script from 4e to change the primary attribute of a power.

foreach pick in hero from Attack where "PowerClass.clsWarlord"
    if (eachpick.tagis[Attack.attrStr] <> 0) then
      perform eachpick.deletestr["DamageAttr.attrStr"]
      perform eachpick.deletestr["Attack.attrStr"]
      perform eachpick.assignstr["DamageAttr.attrWis"]
      perform eachpick.assignstr["Attack.attrWis"]

This is for Warlord powers but you should be able to extrapolate.

Herolab 4e Development / Re: How to allow resistance show up
« on: June 12, 2017, 04:05:57 PM »
Some items, feats, etc do not have the proper scripting to add the resistances.  You may need the modify the thing in question to do so.


doneif (parent.tagis[Equipped.Equipped] = 0)

If you're going to modify the Derived Trait adjustment why not just create a new adjustment and call it Temporary HP's.  Change the relevant unique ID and other tags that can't be the same and any relevant scriptsand you have the tracker you want.

Herolab 4e Development / Re: Would somebody like to take this over?
« on: June 09, 2017, 02:02:12 PM »
It would help if Lone Wolf would provide an Object model for the scripting.

Herolab 4e Development / Re: Inherent Bonuses
« on: June 09, 2017, 01:59:28 PM »
I have a fix.  I created a feat that when added to the hero will apply the inherent bonuses.  I have attached the file.

Script Repository / Script to determine if a hero is wearing heavy armor.
« on: February 26, 2015, 05:13:35 PM »
doneif (hero.haschild[Armor,"Equipped.Equipped & ArmorCat.Heavy"] = 0)

4e Downloader Bug Fixes / Re: Melee Training Fix
« on: June 28, 2013, 11:35:13 AM »
Ok.  One more time.  After correcting the Attack modifications I didn't notice that the damage mod became incorrect as a result.  I have corrected that issue as well.  Here is the updated file.

4e Downloader Bug Fixes / Re: Melee Training Fix
« on: June 28, 2013, 10:46:22 AM »
Ok.  I found the problem.  Here is the corrected file.

4e Downloader Bug Fixes / Re: Melee Training Fix
« on: June 28, 2013, 10:13:46 AM »
All but the Wisdom feat work fine.  I have double checked the scripts and they are all identical except for the change in attribute.  For some reason Wisdom isn't being assigned as the primary attribute.

4e Downloader Bug Fixes / Re: Melee Training Fix
« on: June 28, 2013, 08:23:18 AM »
I will double check the script and run a couple of tests.

Pages: [1]

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