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#91
Modifications / Re: Making Utility Powers?
Last post by dmayhew469 - 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.
#92
Modifications / Re: Making Utility Powers?
Last post by Cryptoknight - June 25, 2017, 09:29:15 PM
Did you assign them a level?  Level less Utility powers can only be added by bootstrapping them from something else.
#93
General Discussion / Re: 4e license question
Last post by Cryptoknight - June 25, 2017, 09:28:29 PM
#94
General Discussion / Re: 4e license question
Last post by GrinningJest3r - June 22, 2017, 08:46:50 PM
I've had HL for four or five years now. Never ended up using 4e until now. Some friends and I are attempting to revive an old campaign. I'll hit up their contact though and see what can be done.
#95
General Discussion / Re: 4e license question
Last post by Sean Abel - June 22, 2017, 08:05:48 PM
If you are just purchasing HL or upgrading did you purchase the [Hero Lab for Savage Worlds and the Authoring Kit], 4E came with it originally you may have to contact Lone Wolf before you purchase it to make sure that is how to get the framework.
#96
Herolab 4e Development / Re: Remove/increase limit on T...
Last post by Fox Lee - June 22, 2017, 07:30:45 PM
I suppose I'd say, because I don't see a use case for a temporary adjustment to HP that isn't THPs? I could be wrong, maybe it's in there somewhere, but this isn't like 3.x where you might take con damage or something. Seems like the HP adjustment would be pretty pointless, if  not used for temporary hit points.

I'd rather fix what I see as a problem with an existing trait. than make a new one. YMMV.
#97
General Discussion / 4e license question
Last post by GrinningJest3r - June 22, 2017, 12:46:00 AM
4e licenses don't show up in HeroLab for me, therefore I cannot get 4e out of Demonstration Mode. Any ideas or information?
#98
Modifications / Re: Add the INit modifier for ...
Last post by dmayhew469 - June 15, 2017, 08:27:12 PM
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.
#99
Modifications / Re: Making Utility Powers?
Last post by dmayhew469 - June 15, 2017, 07:59:03 PM
What type (class, race, etc.) of power are you trying to create?
#100
Modifications / Re: Change Attack Ability
Last post by dmayhew469 - 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.