Release 1.3 - 2/20/2011
Enhancements & Changes
Bug Fixes
Data File Authoring
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Since it has been a month from last update, I am dropping the files I have done for 1.4 into the dropbox. Mostly MM races and related things. They are marked with "v1.4" at the end of the file name.
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Release 1.4 - 4/5/2011
Enhancements & Changes
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Thank you all for working on this!
Do you know when you might be adding the "Highborn Drow" feat from "Underdark"? Thanks! |
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I have no time frame other than probably sometime this year. :) I do know that no has mentioned currently working on the Underdark book. Sorry. |
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For anyone installing this community data set using HL v3.7 you will get a new message saying that the data set is older than what is currently installed. That is perfectly fine and you can feel confident in telling HL to proceed with the install.
The community data set 1.4 release has been fully tested with v3.7 of HL and no current issues have been found. Happy Gaming all. :) |
Release 1.5 - June 26, 2011
Enhancements & Changes
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Move to bug thread
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Release 1.6 - August 23, 2011
Enhancements & Changes
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The Dynamic and Academic Priest feats dont seem to do anything for me. Do they function or are they just text? In other words, how can i get them to affect HeroLab's spells/day max spell/level?
Thanks a bunch, I appreciate your time and help. |
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Val |
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(for the time being, i might just make a copy of the class, force my players to take the feat, but its hardly the best way to go). Id be happy to script, im a programmer, so with a little suggestion, id be happy to play around. Im just not sure, how do you script changing a classes primary spellcasting attribute. I couldnt figure it out. TIA |
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Thanks! Val |
Mirtos, I think the feats allow you to add a variant class to implement their effects. Enable variant classes and see if you can add that.
Valerius, the files are not read only, but if you make any changes they will be overwritten when you next update the community files, so I would reccommend you send those in to ShadowChemosh for inclusion in the next release. |
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Thanks! Val |
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So since my player wants to (and it seems fair) use dynamic priest for the "healer" class, so that she doesnt have to split between wisdom and charisma (healers already have their DC based on charisma), I guess i need to create a variant of healer. |
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This way you can have your custom changes but still have everything from the community data set treat it the same as the core version. With the loss of our biggest contributor we are going to be allot slower at getting meaningful updates out. :( |
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I will try the cleric one to be sure, but has anyone used these variants? (not home right now, but when i get home i will post the expression) |
I double checked the variant classes dont seem to be working. (even the ones with the dataset)
This is the expression used: var bonus as number bonus = hero.child[aWIS].field[aModBonus].value + 10 var minus as number minus = hero.child[aCHA].field[aModBonus].value + 10 hero.child[cHelpClr].field[cSplSaveDC].value = bonus - minus do these work for other people? |
Just so folks know, my website and the HL files are offline at the moment. I am moving my hosting for the website and shuold have it back up this evening or tomorrow at the latest. Thanks.
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I'll try and take a look at it tomorrow mirtos.
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The old site is back up now, so all is well with the world. lol.
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Not sure if anyone has noticed this but Energy Substitution is NOT working. I get Energy Sub(Cold) and I can't make a Fireball into a Coldball. It's not even an option that's grayed out, it's simply not on the list of metamagics. Energy Sub(Fire) is there, but that doesn't have an effect.
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Has anyone taken over what Lawful_Good was doing by creating and compiling the data for d20 aka 3.5?
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The large bulk of the work was always done by Lawful_G (aka Aaron) but without him no one has really stepped up to fill those "Storm Giant" sized shoes. :p |
I could do it, but my main problems with that are I don't have a huge amount of time to do massive architecture of files, and I also have alot of work to do on my own game that has some homebrew stuff that is distinctly different than they are in 3.5. Another thing is, I have a completely different way of constructing the files from the way Aaron did them, like standardizing some of the Specials so that I didn't have to make whole new constructs of them (i.e. standardization speeds up the creation process). I'll take a deeper look at what Lawful_g/Aaron had done and see if I can keep with his process, and I may be able to, at the very least, take a stab at it.
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Would you be willing to share what you've done as far as standardization goes? Id love to see it.. i might be going about the things the wrong way. |
Well, it's a two-fold process. I standardize the abilities and I standardize my coding. So, I have the standardized abilities (which is a beast still, as I have alot yet to do, it's difficult to divide my time such that I can get all that I want done) and a text file with all the standardized code with timing. I have yet another text file with all the tricks I can do with tags and fields for the things in HL.
What I can do, when I have the time, is make a thread will all my standardized stuff as I have it. I don't always stick to every standardization, as there are a few exceptions and occasionally its easier to combine the timing of things that don't conform to my text file, but overall it makes things much easier. I'll start another thread on this if you'd like to see it. |
thanks... i started reading it. interesting stuff.
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One of the things that confused me, is the stuff that has been coded within the Render Phase. What is the Render Phase, what does it do, and why there (these were damage tags for types and damages). I do commend the work that has been done, I've looked at a couple of things that are much better than what I have come up with (Ability Drain/Damage for example), so I'm going to take a closer look at those things. There are many things that I found that could be streamlined, or made less complex (at least at first lookover), but because I don't know all the interconnected stuff from the various user files, I'm not sure I'm seeing the whole picture. But I digress. What this comes down to, is that I would love to work on the d20 files, but that I'm not sure what everything is doing yet. Furthermore, I'm not sure I would use the same methods on some abilities as the files currently have (though I wouldn't change what's already in the files), so I'm worried about compatibility down the line. Is there anyone that had documented the files, what each tag is doing, what each ability is referencing, etc? That would be a big help towards understanding it all without having to search multiple user files. And, of course, once I decide to try to do this, I'll need goals, things that need to get done. That's about all I can do at the moment, but I do intend to try to finish the d20 files (insofar as they can be). |
Render is where names get created, basically. It is after all the calculations run in earlier phases.
If you need some guidance on how things work, I can explain what I was going for. Like you I was trying to simplify things (for example, making 1 version of grab), but the only tool I had to make them customizable were user tags. Therefore I was writing complex scripts in the render Phase to spit out a correct name based on a collection of tags applied by the bootstrapping thing (a race in the case of grab). Continueing with grab, I think I had tags that specified whether the creature could grab foes of their own size, or 1 size or 2 sizes bigger/smaller. Depending on the present tag, the Render script would detect the hero's currrent size, and then adjust that accordingly before appending the maximum size that could be grabbed. I also relied on the user making the monster to give it a livename specifying which natural attacks used grab when bootstrapping. The result was something like "Grab: Bite or Claw (Medium)" |
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For my part I did the best I could getting a huge list of different Things from different authors and making sure they where at least compatible and tried to play nicely together. Plus tried to merge in each set of changes for each version and again tried to do testing to make sure things at a high level didn't break peoples characters after they installed or upgraded to a new version. Also trying to compile of a list of those changes so we had *some* documentation. My point being that you have to remember where it came from was a group of different minds so a single train of thought or goal is not going to be really found. |
Thanks Aaron, the Render Phase now makes some sense. You were making things easier on yourself by not having to repeat chunks of descriptive code, got it.
Thanks too ShadowChemosh, I knew there were many contributors and compilation of data is a nightmare, but I was hoping against hope that you had some sort of documentation on what did what. I may decide to go through and compile documentation so that file authors will know what is doing what and keep all our toes from getting smooshed. Just an observation, creatures in D&D are far too diverse and far too complicated to assign tags and cover all your bases in an attempt to standardize a process. Eventually, you come across one that breaks the mold you created for it. It's far better to generalize the abilities, and add the specifics on each creature (when it's needed, it isn't always). Now, that said, you've done some amazing things with some of the tags, things I never thought of doing (in general, I try to avoid using tags unless I need to), and I may have to rethink my current strategy if, in fact, those methods work better than mine. I, too, feel like I've done some amazing stuff in my files. Combined and documented, it should make for an interesting time. Stay tuned. |
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The big advantage I found by making Tag Groups is that it makes more sense when you have control of the Group and the Tag instead of everything being Custom.?. Plus having a central file control the Tags makes it easier to remove or change them if needed. Could make the use of Tags nicer. |
Now that's a trick that would have been very useful, had I known about it at the time. As it is, there are about a Million different User tags that could be split into different groups.
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Yes, of course, being able to define the tag and the groups would be immensely more useful without having to have User.? tags all over the place. Grouping would help to keep them organized.
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I can run a quick test later this week on d20 to make sure it works as well in d20 as it does in Pathfinder. Then I will a quick post about how to do it. |
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