News:

Welcome to the Herolab 4e user added support site.

Main Menu

Recent posts

#81
Herolab 4e Development / Re: Color for Encounter Powers
Last post by Charlie - March 10, 2018, 10:57:11 PM
Yes, it's a bug, came up around a year ago.

http://hl4e.cryptoknight.org/index.php?topic=304.0

Apparently it stumped the most accomplished 4e programmers I know of (neither of which is still working on HL 4e stuff, as far as I know).
#82
Herolab 4e Development / Color for Encounter Powers
Last post by Kainsin - March 09, 2018, 03:21:36 PM
Hello, I just picked up the Authoring Kit to use 4e in HeroLab for a new campaign I'm starting.

I saw some screenshots of the powers before I bought and saw that each had the right color for their name portion. However when I generate a character sheet or power sheet, Encounter powers show up with a red "E" but the rest of the name portion is green. At-Wills are all Green and Dailies are all grey, only Encounters seem to have this issue. I was wondering if this was a bug? I can add an image if you need it.

Thanks!
#83
Herolab 4e Development / Re: How to allow resistance sh...
Last post by Charlie - December 06, 2017, 12:56:04 AM
Quote from: Clarkens on December 05, 2017, 09:37:21 AM
Does that mean it's not doing anything at the moment?
At least some of the items that grant a particular resistance when equipped do work correctly. On the other hand, the Potion of Resistance, which can come in any of the damage types, does not have any way to show which type it is (really it should probably be replaced with one of each type).
#84
Herolab 4e Development / Re: How to allow resistance sh...
Last post by Clarkens - December 05, 2017, 09:37:21 AM
Quote from: Paragon on January 04, 2017, 06:49:05 PM
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.

Does that mean it's not doing anything at the moment?
#85
General Discussion / Re: Total Newb... but...
Last post by Johnny B Evil - November 26, 2017, 07:52:48 AM
This is great, thanks for taking the time to write out a response. 

I will check out those links and download your file.
#86
General Discussion / Re: Total Newb... but...
Last post by Charlie - November 24, 2017, 06:56:27 PM
Okay, I should remember to check this forum more often. Anyway, my group has been using Hero Lab for D&D 4e for about two years now, so hopefully I can be of some help.

Yes, the 4e files are built in the Authoring Kit, and the Editor can be used to add/fix things.

It's been a while since the 4e files got much in the way of high-end support (the dreaded Real Life seems to have eaten DracusMage, as is the way of things), but I know there are a few of us out there working on them; the only problem is that there's no one to merge all the work into the "official" files.  :(

My group has done bug fixes, mostly as we have come across them, but haven't added much in the way of missing material (except for adding the Zeitgeist Player's Guide material, because that's our current 4e campaign). I know that there's still a lot of stuff that could be done, but it's working well enough for us to use.

If you would like to add our work to the latest download, I put up a zip of our changes at https://1drv.ms/u/s!Ao-luxR6zpeDiHQjodb1oeEw6FPO (no promises, we do our best ;) ). To install you just copy the files in the archive to the Hero Lab 4e user data directory, overwriting the default versions (of course, if you've already edited any of the default files, this will overwrite them as well, so be careful).

As far as Hero Lab Editor resources go, this is my link collection:

This FAQ is meant for Pathfinder, but there's generally useful information in it as well --
http://forums.wolflair.com/showthread.php?t=15524

A primer on Hero Lab scripting --
http://forums.wolflair.com/showthread.php?t=21668

A list of macros usable in Hero Lab --
https://docs.google.com/spreadsheets/d/1n2a-RlfV6-W4tS_GQR7e4pi8aDIxsEX3gITJEJPgoSM/edit#gid=0

More on where tags/fields/etc. are found in scripts --
http://forums.wolflair.com/showthread.php?t=21663

Bootstrap conditions --
http://forums.wolflair.com/showthread.php?t=47611

Gizmos and how to use them --
http://forums.wolflair.com/showthread.php?t=43341

Hope that helps!
#87
General Discussion / Total Newb... but...
Last post by Johnny B Evil - November 19, 2017, 02:47:52 PM
Hello,  I've had Hero Lab for years but used it for ShadowRun 4e exclusively years ago.  Is there anyone who can point me in the direction of 'fixes' or 'patches' for Hero Lab for D&D 4e content?  I remember using it years ago, or trying to, for a character (an Arcanist if memory serves) and there were items missing so I abandoned it after emailing Wolf Lair and getting the news that there isn't any new content, etc, etc. 

Or point me at some info on how to use the editor? 

If its covered somewhere, I missed it. 

#88
Herolab 4e Bugs / Re: Feat Valenar Weapon Traini...
Last post by Eldyn - October 13, 2017, 08:53:03 PM
Thanks Charlie !

I simply added scimitar to the function list at the end and it worked !

Thanks again
Mark
#89
Herolab 4e Bugs / Re: Feat Valenar Weapon Traini...
Last post by Charlie - October 13, 2017, 01:01:11 AM
Hey, Mark. Currently there isn't anyone who is maintaining the central files, but since we've done some work on them for our local 4e group I got curious and took a look, and it turned out to be a pretty simple error. I think you will find that it works for the Double Scimitar and the Falchion, just not the Scimitar; for some reason, there's an incorrect term in the Eval Script. Have you used the Editor? It's an easy fix.
#90
Herolab 4e Bugs / Feat Valenar Weapon Training
Last post by Eldyn - October 08, 2017, 09:39:47 PM
BUG

The feat Valenar Weapon Training doesn't seem to be adding its damage bonus to weapons

On an identical build on D&D insider it does.

Thanks
Mark