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Messages - dmayhew469

#1
Herolab 4e Development / Ring Slots
November 13, 2018, 02:53:02 PM
Has anyone figure out a script to change the number of rings slots available to a hero?  Say when the hero has Many-fingered Gloves or a Mummified Hand equipped.


David
#2
Modifications / Re: Making Utility Powers?
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.
#3
Add this eval script:

Phase:  Traits
Priority: 1000
Script:
    doneif (tagis[Equipped.Equipped] = 0)
    var bonus as number
    bonus = 1
    #traitmodify[trInit,trtPower,bonus,""]

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.
#4
Modifications / Re: Making Utility Powers?
June 15, 2017, 07:59:03 PM
What type (class, race, etc.) of power are you trying to create?
#5
Modifications / Re: Change Attack Ability
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"]
    endif
nexteach

This is for Warlord powers but you should be able to extrapolate.
#6
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.

Example:

doneif (parent.tagis[Equipped.Equipped] = 0)
#traitmodify[rsAcid,rsTotal,10,""]
#7
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.
#8
It would help if Lone Wolf would provide an Object model for the scripting.
#9
Herolab 4e Development / Re: Inherent Bonuses
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.
#10
doneif (hero.haschild[Armor,"Equipped.Equipped & ArmorCat.Heavy"] = 0)
#11
4e Downloader Bug Fixes / Re: Melee Training Fix
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.
#12
4e Downloader Bug Fixes / Re: Melee Training Fix
June 28, 2013, 10:46:22 AM
Ok.  I found the problem.  Here is the corrected file.
#13
4e Downloader Bug Fixes / Re: Melee Training Fix
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.
#14
4e Downloader Bug Fixes / Re: Melee Training Fix
June 28, 2013, 08:23:18 AM
I will double check the script and run a couple of tests.

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