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-   -   Community Created 3.5 D&D data set.... (http://forums.wolflair.com/showthread.php?t=11584)

ShadowChemosh February 20th, 2011 12:34 PM

Release 1.3 - 2/20/2011

Enhancements & Changes
  • Dread Skeleton Template added from advanced Bestiary, Green Ronin Publishing (Bodrin).
  • Book of Exalted Deeds - Feats updated.
  • Complete Warrior Samurai class added (MCXPotato).
  • Dragonlance Bestiary has the following monsters added: Elemental Minion, Knight Haunt, Tainted Blood template, and Undead Beast Stahnk (Lawful_G).
  • Dragonlance Campaign Setting - Fetch added (Lawful_G).
  • Magic Item Compendium - Weapon Powers added (Bodrin).

Bug Fixes
  • Numerous feats, classes, and monsters fixed. To many to fully list.

Data File Authoring
  • Custom - Core Book Mods. Core Monster abilities where fixed and merged together into Custom-Core Book Mods. (Lawful_G)
  • Custom - New Natural Weapons. New natural Weapons added(ie Wings, Tail, Incorporeal Touch, Touch, Ray, & Spit) Lawful_G
  • Custom - Races Core mods. Modded lots of things, including new Core Monster Powers specials.
    Also modded the Monstrous Humanoid Types on those that had it (Lawful_G)
  • Many Monster Manual critters updated to use newer methods for abilities (Lawful_G).
  • Monster Types and Monster Subtypes combined into a single .user file (Bodrin).
  • Their are blank .user files in this data set. This was done as a way to remove older outdated .user files from the end-gamers systems. These empty .user files should NOT be used. (ShadowChemosh)

Lawful_g March 18th, 2011 10:55 PM

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.

ShadowChemosh April 5th, 2011 04:49 PM

Release 1.4 - 4/5/2011

Enhancements & Changes
  • Complete Psionics - Mantle powers added (Sendric).
  • Complete Psionics - Ardent and Divine Mind classes added (Sendric).
  • Races of the Dragon - Dragon Devotee PrC added (IamtheEvilTwin).
  • Complete Divine - Temple Raider of Olidammara (Nigel Fogg The Wayfarer). Note: This PrC is not fully scripted.
  • Complete Mage - Ultimate Magus (Nigel Fogg The Wayfarer).Note: This PrC is not fully scripted.
  • Monster Manual - Dozens of creatures, from A to H, where added to the data set (Lawful_G).
Bug Fixes
  • MIC - Specific Weapons and relic items added (bodrin).
  • Complete Adventurer - Natural Bond feat was not capping the bonus based on the character's hit dice. (Sendric)
  • Complete Adventurer - Brutal Throw feat is fixed to apply Strength bonus to the ranged attack value of thrown weapons (ShadowChemosh).
  • Spell Compendium - Elf domain now grants the Point Blank Shot feat and has its list of domain spells associated to the domain (ShadowChemosh).
Data File Authoring
  • CPsi - Lurk.user. Blanked out as it was combined into the CPsi - Classes.user (Sendric)
  • Feat Names have been changed to remove the book abbreviation. This was done as many feats are being found that exist in multiple books. Going by information from WotC the latest release of a feat, spell or ability is to be considered the most correct. So when duplicate entries are found for a feat it will be updated from the most recent book and source marked to both books. (Sendric)
  • Blank .user Files - Their are blank .user files in this data set. This was done as a way to remove older outdated .user files from the end-gamers systems. These empty .user files should NOT be used. (ShadowChemosh)
  • Data set information page now included in the data set. This .html file is stored in the d20 data folder (HeroLab\data\d20) with the name ~ Lawful_G_d20 Release Notes.htm

kfeltenberger May 16th, 2011 03:36 PM

Thank you all for working on this!

Do you know when you might be adding the "Highborn Drow" feat from "Underdark"?

Thanks!

ShadowChemosh May 17th, 2011 02:18 PM

Quote:

Originally Posted by kfeltenberger (Post 56014)
Thank you all for working on this!

Do you know when you might be adding the "Highborn Drow" feat from "Underdark"?

Thanks!

Thanks..

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.

kfeltenberger May 18th, 2011 10:21 AM

Quote:

Originally Posted by ShadowChemosh (Post 56036)
Thanks..

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.

Thanks! No worries, since it's a simple feat I'll just use the custom feat option and pencil in the details.

ShadowChemosh June 10th, 2011 08:05 PM

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. :)

ShadowChemosh June 28th, 2011 07:20 AM

Release 1.5 - June 26, 2011

Enhancements & Changes
  • Dragon Monster Ecologies - Favoured spawn of Kyuss. (Bodrin)
  • Blood of Dragonscar - Necropyre template. (Bodrin)
  • Carnival of Tears - Dark Ice creature template. (Bodrin)
  • Complete Psionics - Mantle powers added. (Sendric)
  • Complete Psionics - Ardent and Divine Mind classes added. (Sendric)
  • Races of the Dragon - Dragon Devotee PrC added. (IamtheEvilTwin)
  • Monster Manual - Dozens of creatures, from C to Y, where added to the data set. (Lawful_G)
Bug Fixes
  • Magic Item Compendium - The Strongarm bracers now reduce the Oversize weapon penalty correctly. (bodrin)
  • Magic Item Compendium - Specific Weapons and relic items added. (bodrin)
  • Complete Adventurer - Natural Bond feat was not capping the bonus based on the character's hit dice. (Sendric)
  • Complete Adventurer - Brutal Throw feat is fixed to apply Strength bonus to the ranged attack value of thrown weapons. (ShadowChemosh)
  • Spell Compendium - Elf domain now grants the Point Blank Shot feat and as its list of domain spells associated to the domain. (ShadowChemosh)
Data File Authoring
  • Blank .user Files - Will now be removed from the end-gamers systems. This is a new feature of HL v3.7.(ShadowChemosh)
  • New book parent (ie Source) added called Paizo - Modules. (Bodrin)
  • Work has started on looking at all the spells available from the Spell Compendium and tagging the correct sources from any duplicates found with the supplemental books. Removing the duplicated spells from the original files where necessary. (Bodrin)
  • Feat Names have been changed to remove the book abbreviation. This was done as many feats are being found that exist in multiple books. Going by information from WotC the latest release of a feat, spell or ability is to be considered the most correct. So when duplicate entries are found for a feat it will be updated from the most recent book and source marked to both books. (Sendric)
  • Included in release 1.5 is the ability to suppress and replace creature types/subtypes. See the note in the MM - Creature types Compiled file.user. (Lawful_G).
  • Data set information page now included in the data set. This .html file is stored in the d20 data folder with the name ~ Lawful_G_d20 Release Notes.htm. (ShadowChemosh)

Provos July 26th, 2011 08:36 PM

Move to bug thread

ShadowChemosh August 23rd, 2011 03:49 PM

Release 1.6 - August 23, 2011

Enhancements & Changes
  • Dungeon Masters Guide - Added all missing magic staffs. (McQ)
  • Complete Divine - Added "Temple Raider of Olidammara" PrC. (Lawful_G)
  • Complete Mage - Added "Caster's Lament(Dark; 8th)" invocation. (ShadowChemosh)
  • Complete Mage - Added "Shining Blade of Heironeous" PrC. (Lawful_G)
  • Complete Mage - Missing spells (A to B) where added. (McQ)
  • Draconomicon - Added the "Dracolich Template". A character file (.por) of Dragotha added. This is located in your Hero Lab\Portfolios\d20 folder. (Bodrin)
  • Monster Manual - Added "Animated Object". (Lawful_G)
  • Monster Manual 3 - Added "Ambush Drake, Arcane Ooze, Armand, Skullcrusher Ogre, Changeling, & Blackscale Lizardfolk".
  • Monster Manual 3 - Added "Unholy Toughness" special ability and "Boneclaw" monster. (Bodrin)
  • Unearthed Arcana - Added "Martial Rogue". (Roibeard Forde)
Bug Fixes
  • Races of Ansalon - altered Mad Gnome base speed to 20 from 30. (Bodrin)
Data File Authoring
  • Monster Manual - New Sneak Attack thing added. Added Race tags for different humanoid subtypes to races (dwarf, elf, gnome, orc... etc.) Combined many of the data files for monsters together. (Lawful_G)
  • Dread Skeleton Template - Adjusted to work with new "type replacement" mechanics. Also cleaned up some scripting language and consolidated some eval scripts that were at same Phase/Priority. Also corrected a few typos. (Lawful_G)
  • Necropyre Template - Adjusted to work with new "type replacement" mechanics. Also cleaned up some scripting language and consolidated some eval scripts that were at same Phase/Priority. Also corrected a few typos.(Lawful_G)
  • Complete Adventure (Ninja Class) - Altered Trapfinding class special to use the integrated version. (Lawful_G)
  • Complete Adventure (Scout Class) - Altered Trapfinding class special to use the integrated version.(Lawful_G)
  • Complete Adventure (Spellthief class) - Altered Trapfinding class special to use the integrated version.(Lawful_G)
  • Complete Arcane (Psudonatural Template) - Modified to use new replace type mechanisms.(Lawful_G)
  • Complete Mage (Ultimate Magus) - Began heavy editing of this file. Started with adding pre-reqs to the class. Finished setting up all things. Only unable to enforce that the selected spells are specifically added to that class. (Lawful_G)
  • Carnival of Tears (Dark Ice Creature Template) - Removed the (Su) from the names of the specials, were being listed twice. Added pre-reqs for the template. Added eval script to mod the CustDesc of the fast healing. Deleted the ImmCold and VulnFire as folded into the Cold subtype. (Lawful_G)
  • Custom - Core Book Mods - Added a replacement for rogues Sneak attack class ability so when replaced does not add to the special. Weapon Specialization & other feats moved here from CSco - Feats file, modded to work with the Martial Rogue variant. Added Shot on the Run, with correct BAB pre-req. Added a integrated Trapfinding special for all class abilities and races to make use of so that multiple classes adding won't produce duplicates on the specials tab.
    Copy and replaced Rogue Trapfinding class special to use the integrated version. Added the Armor Class (natural) and Awakened Undead conditions. Also modded the Zombie Template to work with the undead awakening. (Lawful_G)
  • Custom - Races Core Mods - Added Race tags for different humanoid subtypes to races (dwarf, elf, gnome, orc... etc.). Moved out a lot of the races to the MM compiled file. (Lawful_G)
  • Dragonlance (Tainted Blood template) - Adjusted to the new type replacement methods. Modded specials to make their own DC and accept the Ability Focus selection. (Lawful_G)
  • Dragonlance (Death Knight Template) - Enhanced and some fixes. (Lawful_G)
  • Dragonlance (Mystic Class) - Updated the spells in this file. Had scripts for the pre-reqs, but most were missing the error messages. Modified the error messages for the Mystic Domains. (Lawful_G)
  • Dragonlance (Skeletal Warrior Template) - Updated the text on the template and also condensed the scripts. Added a script to disable type specials once template is added. (Lawful_G)
  • Dragonlance (Spectral Minion Template) - Adjusted to use the new replaces type mechanics. (Lawful_G)
  • Dragons of Kyrnn (Races) - Modified Baaz and Bozak to have 2 claw attacks instead of 1. Also adjusted the custom description Evals and xSumms where appropriate. (Lawful_G)
  • Libris Mortis (Feats) - Modded pre-reqs for Necropotent. Removed (LM from names.. again?). Added pre-reqs and also Eval scripts. (Lawful_G)
  • MM-Compiled -Added the User.Human? tags where needed (to define certain humanoids as having different default good saves). Corrected the Elephant entry text. Added User.Animal? tags where needed (Dire animals have all good saves). Added User.Elemen? tags where needed (each one of elemental type). Dragons had some errors. Added Intimidate to list of class skills for all dragon races. Also added Simple Weapon Proficiency to those races with an Alternate Form Ability (as noted in the Dragon Type), specifically Bronze Gold and Silver. Combined the scripts for Darkvision and Blindsense with the one for Weapon Damage, since both are the same for all dragons. Fly speed was not showing up... seems that it needs a value tag assigned. Rewrote the eval script to assign the fly speed and maneuverability based on size rather than age category, and assigned a tag to all dragon's fly speeds. Created a script on the Ability focus feat to increase the DCs and give errors if selected twice. Added a User tag to each racial special with a DC. Added Race tags for different humanoid subtypes (dwarf, elf, gnome, orc... etc.) Realized missing Ghoul/Ghast! Checked and added Monster Manual Source to all races. Compiled together. Modded Aboleth extensively, including giving DCs to abilities in usual way. Modded Spell Like abilities specials to all start with "Spell Like Abilities: Creature Name" Rather than name first, now will always know where to look on specials tab. Modded Allip as well as Hound Archon an bearded devil was messed up. (Lawful_G)
  • MM-Core Monster Powers - Added the User.Touch to the Paralysis abilities eval script. Added the User.OverCHA tag script for Breath Weapon, Disease and Death Throes. Added User.HumanFort/AnimalFort/ElemenFort and so on for assigning to type specials to be used with the extra HD option. Added PickFocus tag to powers with DCs. Added Aligned Strike Abilities and the OnlyNature and OnlyWeapon tags for use with them. Added new Low Light Vision ability which can be added to the value to become superior Low Light Vision. (Lawful_G)
  • MM-Creature Types Compiled - Modified the Eval Scripts on the types to reflect when templates replace them, and whether to still be used to calculate BAB and so on even though replaced. Added to the skill point eval scripts an order to stop if the race has 0 racial HD. Was throwing errors when the type was added to those races. Modded the scripts for Extra HD, had been using "root." but was giving errors when the thing that bootstrapped the type was a template (which lacks the appropriate fields)... changed to a foreach. Added skill points script to giant type... was missing it for some reason. Added eval scripts to each of the type specials to increase the race that bootstraps them's stats appropriately as Extra HD are added. Added subtype specials for different humanoid subtypes (dwarf, elf, gnome, orc... etc.) (Lawful_G)
  • MM-Extra HD - This new feature allows for faster monster building. (Lawful_G)
  • xCorrector - This is where any Eval Scripts that you want to be run on every character to be run. Since this is bootstrapped to a condition and that is always on every hero, we can do global effects from here. (Lawful_G)
  • PHB2-Beguiler - Altered Trapfinding class special to use the integrated version. (Lawful_G)
  • PHB2-General Feats - Modded pre-reqs of the Weapon Supremacy feats. (Lawful_G)
  • RoS-Races - Moved Immunity to Confusion to the MM - Immunities file. (Lawful_G)
  • Blank .user Files - Will now be removed from the end-gamers systems. This is a new feature of HL v3.7.(ShadowChemosh)
  • Release Notes page now included in the data set. This .html file is stored in the d20 data folder with the name ~ Lawful_G_d20 Release Notes.htm. (ShadowChemosh)

mirtos October 30th, 2011 02:43 PM

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.

LordValerius October 30th, 2011 03:28 PM

Quote:

Originally Posted by mirtos (Post 64744)
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.

I have the same issue with the Planning Domain.

Val

ShadowChemosh October 31st, 2011 09:53 AM

Quote:

Originally Posted by mirtos (Post 64744)
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.

Quote:

Originally Posted by LordValerius (Post 64746)
I have the same issue with the Planning Domain.

Val

If these are both out of the "Spell Compendium" then yes I am pretty sure they are currently nothing more than text. They are on the to-do list to finish at some point. :(

mirtos October 31st, 2011 12:29 PM

Quote:

Originally Posted by ShadowChemosh (Post 64773)
If these are both out of the "Spell Compendium" then yes I am pretty sure they are currently nothing more than text. They are on the to-do list to finish at some point. :(

I dont think they are out of the spell compendium. (at least the feats I mentioned, not the domain that Lord Valerius mentioned) I think its out of complete divine. They do checks for pre-reqs, that part works fine. they even let you chose what class it is supposed to apply to. but thats it.

(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

LordValerius October 31st, 2011 02:33 PM

Quote:

Originally Posted by ShadowChemosh (Post 64773)
If these are both out of the "Spell Compendium" then yes I am pretty sure they are currently nothing more than text. They are on the to-do list to finish at some point. :(

Looks like the Planning Domain is listed as being in these books (Complete Warrior, Player's Guide to Faerun, Spell Compendium)...Is there any way for me to edit the current entry myself (think they are read only) or am I left with having to re-create the domain in my own user file?

Thanks!

Val

Aaron October 31st, 2011 03:53 PM

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.

LordValerius October 31st, 2011 05:04 PM

Quote:

Originally Posted by Aaron (Post 64795)
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.

Right, according to SC, it's on the to do list in the future, but doesn't help my current War Cleric who has the Planning domain. =) Understood about how the changes work. Will look into adding the domain to my current user file and see if that works.

Thanks!

Val

mirtos October 31st, 2011 08:55 PM

Quote:

Originally Posted by Aaron (Post 64795)
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.

Ok, so the feats require a variant class? that wasnt clear to me. You're absolutely right. Thanks.

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.

ShadowChemosh November 1st, 2011 07:31 AM

Quote:

Originally Posted by LordValerius (Post 64797)
Will look into adding the domain to my current user file and see if that works.

From inside the editor you can do a New (Copy) of the Domain to copy it into your own .user file. You can also use the "Replace ID" method to have your new changed version override the version from the Community Data set.

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. :(

mirtos November 1st, 2011 08:04 AM

Quote:

Originally Posted by mirtos (Post 64806)
Ok, so the feats require a variant class? that wasnt clear to me. You're absolutely right. Thanks.

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.

I think i spoke to soon. I copied the variant of cleric to healer, modified it so it fit healer, and while the spell says its based on Charisma, it actually still seems to be based on wisdom. (It says my "CHA isnt high enough", but its using the number from my wisdom to give me max spell level).

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)

mirtos November 1st, 2011 08:47 PM

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?

chiefweasel November 2nd, 2011 04:15 AM

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.

Aaron November 2nd, 2011 10:52 PM

I'll try and take a look at it tomorrow mirtos.

chiefweasel November 3rd, 2011 06:34 AM

The old site is back up now, so all is well with the world. lol.

ShadowChemosh November 3rd, 2011 10:50 AM

Quote:

Originally Posted by chiefweasel (Post 64955)
The old site is back up now, so all is well with the world. lol.

Thanks! :)

Snowpaw November 4th, 2011 06:38 PM

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.

LeeSmith January 5th, 2012 12:19 PM

Has anyone taken over what Lawful_Good was doing by creating and compiling the data for d20 aka 3.5?

ShadowChemosh January 5th, 2012 12:47 PM

Quote:

Originally Posted by LeeSmith (Post 68563)
Has anyone taken over what Lawful_Good was doing by creating and compiling the data for d20 aka 3.5?

Not really no. There have been a few things done for release 1.7 and I should get around to getting it out the door. But its only about a dozen things if that.

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

Kendall-DM January 5th, 2012 03:47 PM

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.

mirtos January 25th, 2012 11:11 AM

Quote:

Originally Posted by Kendall-DM (Post 68579)
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.


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.

Kendall-DM January 25th, 2012 11:25 AM

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.

mirtos January 26th, 2012 10:53 AM

thanks... i started reading it. interesting stuff.

Kendall-DM January 31st, 2012 08:11 PM

Quote:

Originally Posted by Kendall-DM (Post 68579)
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.

Ok, I took a look at the d20 stuff, and I have to say, it's far more complex than anything I have done. There are a myriad of tags that I've had to track down, as well as a number of abilities, etc. that are spread out among the individual user files. By contrast, after all the work I've done, I've only had to make 7 total tags thus far.

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).

Aaron February 1st, 2012 08:52 AM

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)"

ShadowChemosh February 1st, 2012 09:11 AM

Quote:

Originally Posted by Kendall-DM (Post 72093)
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.

You have to remember why Lawful_g was the biggest contributor he was not the only one. It was a combination of many. Some that stayed for awhile and others who added a single class and we never heard from them again. So no detailed documentation was ever created. Heck I never even got a FULL list of everything that is in the data set. :(

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.

Kendall-DM February 1st, 2012 09:50 AM

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.

ShadowChemosh February 1st, 2012 11:54 AM

Quote:

Originally Posted by Kendall-DM (Post 72154)
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.

Speaking of Tags I have been able to create a file outside of the Editor that allows me to add new Tag Groups and IDs with descriptions. I do this for my personal data set for Pathfinder but don't see why it won't work for d20.

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.

Aaron February 1st, 2012 12:19 PM

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.

Kendall-DM February 1st, 2012 01:21 PM

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.

ShadowChemosh February 1st, 2012 02:47 PM

Quote:

Originally Posted by Aaron (Post 72182)
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.

Its something I learned only in the last few months. But when I did I totally thought about how useful this would have been for you. :(

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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