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Messages - Paragon

#1
I'll be happy to provide what fixes I already have, but they're not done in a particularly easy-to-explain fashion; for the most part all I've got listed is what particular item I did work on, not even what I did.

As to your more general question--to be honest, I don't understand the question well enough to answer it.  I'm a borderline coder at best, and have never actually participated in anything but small projects for my own purposes, so while I intellectually understand there are good and bad ways to run ones with multiple participants, I don't actually understand what those are or how they are done.  I just happen to be a not completely untalented amateur who has some conceptual understanding of what I'm doing, but no real training at all.
#2
There doesn't seem to be any place that displays Resistances per se anyway; the Cloak just mentions it in the text as I recall.

What's worse is that with the self-defined ones (again, the Cloak) there's no place to even choose which one you have.
#3
What's really odd is that there's a value for it on each of the magic weapons, so there must have been some plan to display it.  But looking through the Procedure in the editor, it appears it was to be done as part of the "gadget" that also displays things like associated powers, and unfortunately gadgets are beyond my paygrade.
#4
Herolab 4e Development / Weapon Critical damage display
November 29, 2016, 02:12:15 PM
Am I just blind, or does this actually not display anywhere?  There's a value for under weapons, but it doesn't actually seem to display anywhere.
#5
Herolab 4e Development / Re: Psionic Powers help
October 25, 2016, 04:16:50 PM
Good work, SAbel; I'll look these over next week.  Gods know I spent a bunch of time bashing my head against the Force spheres issue, and if you've solved that one, it may solve some other problems I've had.
#6
Herolab 4e Development / Re: Psionic Powers help
August 18, 2016, 02:30:42 PM
The problem with that is it shows the other power whether the main one has been activated or not.

In Savage Worlds you can do this sort of thing because there's a command that allows you to do a toggle in the main program; when a user hasn't got the toggle on, the other ability doesn't show at all, and thus there's no confusion.  The 4e file doesn't seem to have anything similar that I've been able to find.
#7
Herolab 4e Development / Question about fixed items
August 11, 2016, 07:55:44 PM
Hey all.  If anyone is still reading this, I'd appreciate some feedback on something.

For the local game I've periodically been fixing various things as they've come up or my attention has been been brought to them.

I've started feeling a little bad that I'm not making these available to other people who still may be using 4e and HL.  On the other hand, the "upload individual .user files with each fix" thing is kind of a non-starter; I probably wouldn't have wanted to take the time to do that even when I started this, and at this point I've got to have a good three dozen of them (admittedly, most are just pre-req enforcement and the like).

Anybody think of any way I can make this useful to others besides just blithely assuming others will take my word for that I've done these right and uploading the full category user files?
#8
Herolab 4e Bugs / Re: Missing Fighter?
May 09, 2016, 05:24:53 PM
Same thing threw me off with the cleric/templar business at first, but by then I knew to look at Essentials and see what the relabeling was.
#9
And in case I forgot there, thanks very much Cryptoknight.
#10
Yeah, this sounds like something similar to the wall I crashed into when trying to fix Dragonborn Rage; there's no generic way to apply a modifier to all implements and weapons that I can see (or even attacks in general; you can modify, well, everything, but then that effects skills, too).
#11
A while back I went in and fixed the fact some of the latter-day armor proficiency feats were not enforcing their pre-requisites, but I just noticed that the actual armors (Studded Leather for example) were not actually requiring their proficiencies, so I just pulled up the an armor to see how they were being enforced--and there seems to be nothing there that's doing it, but Plate Armor (for example) is clearly enforcing the need for its proficiency.  Anyone have any idea where this is being done?  It doesn't seem to be under the armor itself, since there's no pick-reqs or expressions under those, so I've got to assume its somewhere else.
#12
Okay, the problem with making Implement Expertise work seems to be that the game system has no generic way to add to attack value, but only attack value.  The weapons get by because they have their own attack value, which can be modified by various class features and so on.  Implements don't.  The magic implements end ran this by having a magic bonus attribute that is fed into output. 

This creates problems not just here.  As it is, its not clear how, if at all, you can have something add to attack values with, for example, all powers that are dependent on a readied orb, except by building it into the orb at hand.

Anybody who actually still read this know if there's something I'm missing?
#13
I'm in the process of trying to make the [Implement] Expertise feats work, but I'm not particularly optimistic.  I'll try to remember to post here if I work it out.
#14
Same with me.  I've been doing some work with the files for the local group, but its been, at best, by finding a parallel piece of code and kitbashing it together.  When I haven't been able to find anything parallel, I've been stumped.
#15
General Discussion / Re: New Race: Wolfkin
February 25, 2016, 11:54:50 PM
I'd suggest pulling up a race that looks somewhat similar that's already in files in the Editor and looking at what they do; among other things I'm sure they all bootstrap some powers and have a racial modifier, but I'm not familiar with the specific race so I don't know an example to suggest.

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