| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | |
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1 | Macro | Description | ||||||||||||||||||
2 | #attrmod[atrribute_id] | Returns the final modifier for the specified attribute. | ||||||||||||||||||
3 | #appenddesc[thing_id, desc] | Add to the description of the designated thing. | ||||||||||||||||||
4 | #applybonus[type, pick, bonus] | Allows you to add a non-stacking bonus to any pick with General Modifiers. Intended for use where modifier bonuses do not stack with each other - this is the case for Alchemical, Competence, Insight, Luck, Morale, Sacred and Profane bonuses. This means if you add two Insight bonuses only the best will apply. | ||||||||||||||||||
5 | #applydr[type, bonus] | Allows you to add a type of damage reduction to the hero. Using this macro makes sure that the highest DR value is used, since DR doesn't stack. | ||||||||||||||||||
6 | #applypenalty[type, pick, bonus] | Allows you to add a non-stacking penalty to any pick with General Modifiers. Intended for use where modifier bonuses do not stack with each other - this is the case for Alchemical, Competence, Insight, Luck, Morale, Sacred and Profane bonuses. This means if you add two Insight penalties only the worst will apply. | ||||||||||||||||||
7 | #applyresist[type, bonus] | Allows you to add a type of damage resistance to the hero. Using this macro makes sure that the highest resistance value is used, since resistance doesn't stack. | ||||||||||||||||||
8 | #applysr[bonus] | Allows you to add spell resistance to the hero. Using this macro makes sure that the highest SR value is used, since SR doesn't stack. | ||||||||||||||||||
9 | #applyvalue[type, bonus] | Allows you to add a value to an ability. Using this macro makes sure that the highest value is used. If this value can be stacked with other things that increase it, you should use the #value[] macro instead. | ||||||||||||||||||
10 | #applyvalue2[type, bonus] | as #applyvalue[] for abValue2 | ||||||||||||||||||
11 | #applyvalue3[type, bonus] | as #applyvalue[] for abValue3 | ||||||||||||||||||
12 | #applyvalue4[type, bonus] | as #applyvalue[] for abValue4 | ||||||||||||||||||
13 | #attrbonus[XXXX] | use this to retrieve the final bonus for an attribute (if a character has a negative attribute modifier, they have an attribute bonus of 0). | ||||||||||||||||||
14 | #attrbonus1[XXXX] | use this when a number of uses is set equal to an attribute bonus, and the number added can't be less than 1. | ||||||||||||||||||
15 | #attrvalue[attribute_id] | Returns the final value of the attribute specified. | ||||||||||||||||||
16 | #competencebonus[pick, bonus] | Allows you to add a competence bonus to any pick with General Modifiers. Competence bonuses do not stack with each other, so if you add two competence bonuses only the highest will apply. | ||||||||||||||||||
17 | #CPA[Id] | Deprecated - use #PP[] | ||||||||||||||||||
18 | #dc[ability_id] | The abDC field stores the DC of the ability. If abDC is greater than 0, it is appended to the livename - the version of the ability's name that is displayed on the special tab and printouts. | ||||||||||||||||||
19 | #duration[ability_id] | The abDuration field stores a value that represents the duration an ability will last for. Generally, this is only used when the duration of the ability is specific length of time, and the ability is either on or off. If the ability can be used a few rounds at a time, the duration should be stored in trkMax. | ||||||||||||||||||
20 | #enhancementbonus[pick, bonus] | Allows you to add an enhancement bonus to any pick with General Modifiers. Enhancement bonuses do not stack with each other, so if you add two enhancement bonuses only the highest will apply. | ||||||||||||||||||
21 | #extracrit[target weapon,damage text,source's name] | Using this macro is the same as using the #extradamage macro, but it adds its effects to the critical hits instead of the damage. | ||||||||||||||||||
22 | #extradamage[target weapon,damage text,source's name] | Additional damage can now be appplied to a chosen weapon. target weapon is where you tell Hero Lab what weapon you'd choose. The code you'll use here is the same as in if you wanted to use the #applybonus[] macro to apply a bonus to the same pick.damage text is the text you want to add, for example; "+1d6 fire" or " plus grab".source's name is the name of the ability that's applying the effect. You'll almost always use field[name].text for this. | ||||||||||||||||||
23 | #Fame[Id] | Returns the fame of a faction | ||||||||||||||||||
24 | #featlevelcount[] | Works like levelcount[] but it counts all the classes that "count as" the specified class as well. | ||||||||||||||||||
25 | #hasability[ability_id] | Checks whether the specified ability is present and active (reached the correct level and not disabled by something else) for the purpose of pre-requisites. This returns 0 if the ability is not active, and 1 if the ability is active. | ||||||||||||||||||
26 | #hasarchetype[] | Checks whether the specified archetype is present for the purpose of pre-requisites. This returns 0 if the archetype is not present, and 1 if the archetype is present. | ||||||||||||||||||
27 | #hascondition[] | Checks whether the specified condition is present for the purpose of pre-requisites. This returns 0 if the condition is not present, and 1 if the condition is present. | ||||||||||||||||||
28 | #hasdeity[] | Checks whether the specified deity is present for the purpose of pre-requisites. This returns 0 if the deity is not present. | ||||||||||||||||||
29 | #hasfeat[feat_id] | Checks whether the specified feat is present for the purpose of pre-requisites. This returns 0 if the feat is not present, and 1 if the feat is present, or if a feat which "counts as" that feat is present. | ||||||||||||||||||
30 | #hasrace[race_id] | Checks whether the specified race is present for the purpose of pre-requisites. This returns 0 if the race is not present, and 1 if the race is not present. | ||||||||||||||||||
31 | #hassubtype[subtype_id] | Checks whether the specified subtype is present for the purpose of pre-requisites. This returns 0 if the feat is not present, and 1 if the subtype is present. | ||||||||||||||||||
32 | #hastrait[trait_id] | Checks whether the specified trait is present for the purpose of pre-requisites. This returns 0 if the feat is not present, and 1 if the trait is present. | ||||||||||||||||||
33 | #hastype[] | Checks whether the specified typeis present for the purpose of pre-requisites. This returns 0 if the type is not present, and 1 if the type is present. | ||||||||||||||||||
34 | #hasvanity[Id] | checks vanity | ||||||||||||||||||
35 | #levelcount[class_id] | Counts how many levels you have of the specified class. | ||||||||||||||||||
36 | #makeclassskill[skill_id] | Allows you to designate a skill as a class skill for this character. | ||||||||||||||||||
37 | #makespecskill[Id] | simplify the scripting for making a skill a specialized skill. | ||||||||||||||||||
38 | #PP[Id] | Returns the Prestige Points of a faction. | ||||||||||||||||||
39 | #situational[chosen save,bonus text,source's name] | chosen save is the chosen save. bonus text is the text you want to add to that saving throw, and source's name is the name of the ability that's applying the effect. You'll almost always use field[name].text for this. | ||||||||||||||||||
40 | #skillbonus[skill_id] | Allows you to add a generic bonus to any skill | ||||||||||||||||||
41 | #skillinnate[skill_id] | sets the innate skill on a race | ||||||||||||||||||
42 | #skillranks[skill_id] | Allows you to retrieve the number of user ranks in any skill. | ||||||||||||||||||
43 | #specvalue["XXX"] | returns the value of a class special. Note that the quotes around the ID of the class special are required. | ||||||||||||||||||
44 | #totallevelcount[] | Counts how many total class levels you have. | ||||||||||||||||||
45 | #TPA[ID] | Deprecated - use #Fame[] | ||||||||||||||||||
46 | #trkmax[tracker_id] | The trkMax field is the number of charges/uses/rounds/whatever available to a thing. | ||||||||||||||||||
47 | #value[ability_id] | The abValue field stores a value. What this value means differs from ability to ability. | ||||||||||||||||||
48 | #value2[ability_id] | The abValue2 field stores a second value, in addition to the one stored in abValue. What this value means differs from ability to ability. | ||||||||||||||||||
49 | #value3[ability_id] | The abValue3 field stores a third value, in addition to the one stored in abValue. What this value means differs from ability to ability. | ||||||||||||||||||
50 | #value4[ability_id] | The abValue4 field stores a fourth value, in addition to the one stored in abValue. What this value means differs from ability to ability. | ||||||||||||||||||
51 | #resmax | change the max of a resource | ||||||||||||||||||
52 | #racialbonus[] | add racial skill bonus | ||||||||||||||||||
53 | #racialsituational[] | add racial situational bonus | ||||||||||||||||||
54 | #BAB[] | returns Base Attack Bonus | ||||||||||||||||||
55 | #cancastdivine[] | used for prereqs of minimum divine spell level | ||||||||||||||||||
56 | #cancastarcane[] | used for prereqs of minimum arcane spell level | ||||||||||||||||||
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