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#61
Modifications / Re: Rhythm Blade
Last post by Charlie - July 11, 2018, 10:24:47 PM
Okay, I modified the Eval Script to this and it appears to work:

doneif (parent.tagis[Helper.EqpOff] = 0 )
#traitmodify[defRef,trtShield,1,""]
#traitmodify[defAC,trtShield,1,""]

Do note that you will need to fix it on all the Rhythm Blade entries from +1 to +6, and that the description of the weapon does not indicate that the AC & Reflex bonuses go up with the weapon level, which is not how the existing entries work.
#62
Modifications / Re: Rhythm Blade
Last post by Sean Abel - July 10, 2018, 02:46:29 AM
I have attempted to enter this script but its not taking and now I am getting that HAPPY ERROR [Thing to replace is  already replaced by another thing and cannot be superceded] but its being replaced by this power ARRrggg! The thing ID by the way is mwRhytBla1
The Current eval script is
Phase: Traits
Priority 1000
Index 2

Script:

doneif (tagis[Equipped.Equipped] = 0)
#traitmodify[defRef,trtItem,1,""]
     

Timing: Before scripts: Derived trtFinal
#63
Modifications / Rhythm Blade
Last post by Sean Abel - July 10, 2018, 02:18:27 AM
The weapon  reads as follows but HL only adds the AC bonus not the Ref any suggestions

Shielding BladeLevel 4+ Common
This sword's broad cross guard is larger and thicker than normal, but a few practice swipes with this weapon show that it is still perfectly balanced.

Lvl 4   +1   840 gp      Lvl 19   +4   105,000 gp
Lvl 9   +2   4,200 gp      Lvl 24   +5   525,000 gp
Lvl 14   +3   21,000 gp      Lvl 29   +6   2,625,000 gp
Weapon: Heavy blade or light blade

Enhancement Bonus: attack rolls and damage rolls

Critical: +1d6 damage per plus

Property
You gain a +1 shield bonus to AC.



Published in Dragon Magazine 391.

The Current eval script is
Phase: Traits
Priority 1000
Index 1

Script:

doneif (parent.tagis[Helper.EqpOff] = 0 )
#traitmodify[defAC,trtShield,1,""]

Timing: Before scripts: Derived trtFinal
#64
Herolab 4e Development / Critical hit damage
Last post by Sean Abel - July 05, 2018, 09:28:40 PM
Has anyone figured out a way to add the critical hit damage to a magic item card?
#65
Missing Classes / Summoned and companion ect
Last post by Sean Abel - July 05, 2018, 09:26:46 PM
Has anyone figured out how to add a tab for summoned or companion creatures? or How do you handle it in your party. There is an Allie tab but they do not generate a card or stats for the allies.
#66
Missing Classes / Re: Druids
Last post by Sean Abel - July 05, 2018, 09:24:16 PM
I think it can be solved the same way clerics are with the Battle cleric option. Where you add a pick menu in the class tab under class features. I will maybe start to look into that next week or so.

The next thing I need to do is remember/reteach myself how to do linked powers. The psionics have a lot and there are some in druids and others. Basically the character gets a power that give an attack power to be used under conditions, stances, active power makes a zone enemies in the zone are affect by part B of the zone power which is an attack. Linked powers basically pick one get two printed cards.
#67
Modifications / Re: Add the INit modifier for ...
Last post by Sean Abel - July 05, 2018, 09:19:35 PM
Okay so I am getting a few mixed messages from my HL :( its been a bad day for me anyway so why not here as well.
I am not getting a stacked bonus, I am getting a timing error and now I get this message "Thing to replace is already replaced by another thing and cannot be superceded" so it will not update the items. I know that its replacing the old equipment item but it should still save!



ARRRgg this is why I am not a programmer.

I have attached my June & July Updates in case anyone has some time to see what I did wrong. Then if they can explain it to me I will fix it and make changes in my new notes.
I am working with the Weapon of Speed and Battle Harness right now once I have those I can spread out more [cause more problems]
Thanks all
#68
Missing Classes / Re: Druids
Last post by Charlie - July 05, 2018, 12:26:06 AM
Ah, I see. We've had our hands full fixing bugs that affect our four PCs that are using HeroLab in our Zeitgeist 4e campaign, so we haven't even thought about adding anything new that isn't connected with that.  :P
#69
Modifications / Re: Add the INit modifier for ...
Last post by Charlie - July 05, 2018, 12:22:32 AM
The scripts are the same except that the Quicksilver Blade uses trtItem instead of trtPower; being separate bonus types, they stack (I confirmed this with my character).
#70
Modifications / Re: Add the INit modifier for ...
Last post by Sean Abel - July 03, 2018, 10:19:21 PM
Okay I was thinking
Weapon of speed is a Property: While holding this weapon, you gain an item bonus to initiative checks equal to the weapon?s enhancement bonus.
Battle Harness is Properties: You gain a power bonus to initiative equal to the item?s enhancement bonus.

So would those stack or only take the best result? since one is item and the other power? is so then what would be the script difference between them?