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This Wiki is run and managed by the community who use tools provided by Lone Wolf Development (Realm Works and Hero Lab Classic). We use this as a place to records How To tutorials on how to do different things with their tools. Check the applications listed below and feel free to apply for access to the Wiki should you want to contribute to this knowledge or the D&D 5e Community Pack for HLC.
Before starting any work on the Hero Labs 5e Community Pack, please ensure you have read the articles below. This will ensure you have an understanding of the basic rules we have put in place to make managing the content easier.
- How Can I Help?
- Enabling Debug Mode in Hero Labs
- Accessing The Editor
- Where The Custom Files Go
- How To Use GitHub Web
- How To Use GitHub External App
- Naming Conventions
- File Setup
- Adding New Options to Hero Settings Window
- How to upload your changes to GitHub
- Non-Supported Product Statement
Below is some information that will be useful. The majority of this information can be obtained from the Hero Labs help files.
- Eval Scripts
- Timing
- Setting The Focus
- Conditionals
- Tags
- Wildcards
- How Do I Learn Which Fields/tags are Present On A Pick Or On The Hero?
- Fields and Eval Scripts
- Manipulating Fields and Numeric Variables
- Formatting Text Within Hero Labs
Below are a list of categories that contain script examples. This collection is designed to assist in mimicking common script requirements.
- Ability Scores
- Armor Class
- Bootstrapping Methods
- Damage
- Expertise
- Health
- Immunity
- Initiative
- Language
- Name Change
- Pre-Requisites
- Proficiency
- Resistance
- Speed
- Spells
- Tools
- Hit Dice
Add a "extra damage" text to all melee weapon
timing: postlevels 10000
~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)
foreach pick in hero from BaseWep where "wCategory.Melee"
#extradamage[eachpick, " damage plus 10 (3d6) poison", field[thingname].text]
nexteach
Set (the below code does not double. In example 2d6 will not become 4d6) damage dice for large monster with specific weapon
postlevels 10000
~if we've been replaced, get out now
doneif (tagis[Helper.Disable] <> 0)
foreach pick in hero from BaseWep where "IsWeapon.wGreataxe"
eachpick.field[wDieCount].value = 2
nexteach
Set Custom Name for Natural Attack
- Natural Attack > ADD Other melee natural attack | Other ranged natural attack Fields > Add New > Field Id: livename > Value: Assign > OK
- Natural Attack > ADD Other melee natural attack | Other ranged natural attack Fields > Add New > Field Id: sbName > Value: Assign > OK
Modify skill value
first 100
#skillbonus[skReligion] += 2
Add Resistance Add Tag Group Id: DamageRes TagID: dtPoison Name: Poison Abbrev: Poison
~if we've been replaced, get out now
doneif (tagis[Helper.Disable] <> 0)
`perform hero.pushtags[DamageRes.?]`
`#situational[hero.child[svAll],"Advantage vs. poison",field[thingname].text]`
Tags DamageRes = dtCold, dtFire, dtLightnin, DamageImm = dtAcid, dtPoison CondImm = pcnCharmed, pcnPoison
Phase: First Priority: 10000
Script:
~if we've been disabled, get out now
doneif (tagis[Helper.Disable] <> 0)
~assign our weapon proficiencies to the hero
perform hero.pushtags[ProfDouble.?]
Tag:
Group id: ProfDouble Tag id: sk(WantedSkill)
Name: (Name of the skill) Abbrev: (Name of the skill)
Spellcasting
Helper > RaceSpell StandardDC > aCHA Usage > AtWill, Day trkMax > # > Assign
https://github.com/Sklore/HL_DD_5e_Colab/wiki/4.-Common-Scripts