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-   -   Version 5.2 of the d20 System data files are now available! (http://forums.wolflair.com/showthread.php?t=49779)

Colen June 24th, 2014 12:24 PM

Version 5.2 of the d20 System data files are now available!
 
Hi everyone,

Thanks to the hard work of forum superstar Tim Shadow, an update to the d20 System data files is now available!

Changes in this release:

Bug Fixes
  1. The Country Born feat had an incorrect line break in its description.
  2. The Psionic Fist's Monk Abilities class ability had no description.
  3. The size Adjustment was not increasing the damage of Unarmed Strike.
  4. Drow were missing their racial spell like abilities.
  5. The Assassin Class was looking up all spells when choosing which spells can be learned, now correctly looks up only Assassin spells.
  6. The Extra Turning feat was missing a linebreak, and would throw errors if added to a hero that could not turn undead.
  7. The Druid/Ranger's Wild Empathy class feature was not calculating or displaying its bonus.
  8. The Druidic Avenger class variant's No Spontaneous Casting class ability was misspelled "Sontaneous".
  9. The Druidic Avenger class variant's penalty is now applied to wild empathy.
  10. In the editor it was impossible to create a class variant without choosing something to override the Will save progression with.
  11. The Javelin was not passing its penalty to melee attacks up to masterwork/magic versions.
  12. The Javelin of Lightning was not gaining a +1 attack bonus for being masterwork and will now gain the -4 melee attack from the base weapon.
  13. The attribute bonus to PP for psionic classes was not calculating correctly for characters with psionic attributes of 10-11.
  14. The Ranger with Wild Shape class variant was not removing ranger Combat Styles.
  15. The Amulet of Mighty Fists +X was not adding its enhancement bonus to natural attacks.
  16. The Far Shot feat was only increasing the range increment of thrown weapons by 50%, instead of increasing by 100%.
  17. The Hound Archon race was not gaining SR.
  18. The Homunculus race was not making Constitution a Non-attribute, instead it was subtracting 10, which put CON at 0, throwing an error.
  19. Attributes set to have No Score (ie Undead) will now display "-" on the "Basics" summary section.
  20. The Weapon Focus, Greater Weapon Focus, Improved Critical, Weapon Specialization and Greater Weapon Specialization feat lines were missing a line break in their descriptions.
  21. The Weapon Focus, Greater Weapon Focus, Improved Critical, Weapon Specialization and Greater Weapon Specialization feat lines were not applying bonuses when bootstrapped with a Target tag.
  22. The Tiger was missing its special stating the conditional Hide bonus in tall grass.
  23. The Dire Wolf was not gaining its +2 racial bonus to Spot and Listen.
  24. Many creatures that had Weapon Focus or Improved Natural Attack had applied the effects directly when bootstrapping the natural attack. This meant that the relevent feats would not show on the Feats tab, and in the case of Improved Natural Attack, meant it could be taken once more to increase that weapon's damage again without causing a validation error.
  25. Shadowdance PrC had "Improved Evasion" added twice at level 10.
  26. Magical spikes when added to a shield was giving errors.
  27. Fixed a number of table positioning issues on the Feats tab.

Data File Authoring
  1. Increased the number of generic "Value" fields from one to four. In example field[Value].value, field[Value2].value, field[Value3].value, and field[Value4].value.
  2. Added "Value" fields to: Feats, Traits, Flaws, Wondrous Item, Oils & Potions, Weapons, Armor, Gear, Rings, Rods, Staffs, Wands, Adjustments, Templates, Races, and Custom Specials.
  3. Added new macros #value[], #value2[], #value3[], and #value4[]. This is the same as doing hero.childfound[THING_ID].field[Value].value.
  4. Added new macro #attrvalue[ATTRIBUTE_UNIQUE_ID]. So #attrvalue[aDEX] >= 13 is the same as doing "hero.child[aDEX].field[aFinalVal].value >= 13".
  5. Added new macro #BAB[] which is the same as "hero.child[Attack].field[tAtkBase].value".
  6. Added new macros #applyvalue[ThingID,Bonus], #applyvalue2[ThingID,Bonus], #applyvalue3[ThingID,Bonus], and #applyvalue4[ThingID,Bonus]. In example #applyvalue[xFly,30] is the exact same thing as doing "hero.child[xFly].field[Value].value = maximum(hero.child[xFly].field[Value].value, 30)".
  7. Added new macro #applyturnresist[] "Apply Turn Resistance". Doing #applyturnresist[4] is the same as doing hero.child[xTurnRes].field[Value].value = maximum(hero.child[xTurnRes].field[Value].value, 4)
  8. The script logic for the Far Shot feat was moved from behind the scenes to the actual feat. This allows for editors to make easier changes to the feat logic for houserules.
  9. New tag group "NoScore.?" was added that can be assigned to a race or template. This will cause the associated ability score to be set to a "-" or no ability score. In example "NoScore.aCON" and "NoScore.aINT" has been added to the undead templates. They will now disable the associated ability scores. You can also simply assign the NoScore.? tag to the hero before the Attribute phase to have an ability score be disabled. Note: Assigning the tag Helper.NoScore directly to an ability score will continue to work.
  10. Simliar to the Pathfinder game system the d20 editor now has tabs grouped together into new sections: General, Class, Equipment, Magic and Race.
  11. Updated all feats to make use of the new macros and replaced all "replace =" code with "perform" instead as its easier to read.

mirtos June 24th, 2014 02:22 PM

Awesome! Thanks!

Kendall-DM June 24th, 2014 04:16 PM

Most of the work you've done here I've already done myself. Now I'll have to fix my fixes :). The additions of the new macros are a welcome change, but by far the most valuable feature is adding additional values to everything. Well done!

BTW, is this just a taste, or is this the whole laundry list, 'cause I can still think of a few things that are still buggered up and would like to see fixed.

ShadowChemosh June 24th, 2014 07:27 PM

Quote:

Originally Posted by Kendall-DM (Post 186193)
BTW, is this just a taste, or is this the whole laundry list, 'cause I can still think of a few things that are still buggered up and would like to see fixed.

This is just the beginning not a one and done situation. I saw ALLOT of sections that can be expanded and added on to. I also still have a list of bugs to fix but I felt I had added/fixed enough to get the release out to everyone.

Colen was on board if I did smaller more often updates instead of one huge update. :)

ShadowChemosh June 24th, 2014 07:35 PM

Here is a current list of things I will be working on for next release:
  1. The following races were getting double bonuses from having a climb speed: Fiendish Dire Rat, Lizard.
  2. The Shocker Lizard race was getting an incorrect +2 bonus to Swim.
  3. The Formian race was not correctly bootstrapping the Damage Resistance, Sonic ability.
  4. The Halfling Racial save bonus was incorrectly stating that the bonus to all saves was +2 in the description.
  5. The Elf (Drow) race stated gets a +2 to all saves vs spell like abilities/spells, actually only gets that bonus to Will saves.
  6. The Leopard race stated gets a +4 to Hide in Tall Grasses/Undergrowth, but unlike most other cats, it does not gain this ability.
  7. The Whale races lacked a special stating -4 Listen/Spot penalty if their Blindsense is negated.
  8. The Lizardfolk race was gaining the Common language by default.
  9. The Druid's Wild Shape ability was not using the hTotal field to generate its name and description, so adding charges to it would not cause the name to change.
  10. The Paladin's Smite Evil ability was not using the hTotal field to generate its name and description, so adding charges to it would not cause the name to change.
  11. Familiar's Intelligence was defaulting to 10, rather than advancing and changing as the master gains levels. Now the familiar will gain the Int granted by the master, or its own Intelligence if that is higher (in the case of Improved Familiars).
  12. Modified speed (after an enhancement bonus for example) was not being properly reduced by armor or encumbrance.
  13. The Shot on the Run feat had an incorrect pre-req, stating it needed a BAB of +1 instead of +4.
  14. The Glove of Storing was not a container.
  15. The Scabbard of Keen Edges was not a container.
  16. The Wilder's Psychic Enervation class ability was missing.

bodrin June 24th, 2014 09:07 PM

Yay.

Macros, grouped tabs, easier coding.

Maybe time to dust off the old grey matter and start re entering D20 stuff again.

Huge thank yous to Tim and Lone Wolf for revisiting the system.

mirtos June 24th, 2014 09:09 PM

We're very happy to see a bunch of small updates!

Sendric June 25th, 2014 05:54 AM

Thanks for all the work on this, Shadow! And thanks to Colen for letting him do this.

mirtos June 26th, 2014 04:44 PM

Agreed. Thanks to Shadow and Colen and everyone!

ShadowChemosh June 28th, 2014 08:48 AM

I also wanted to share a "new" help page I added also in this release. From inside of the editor you can go to "Help->Help on using the Editor". Then on the web page that is displayed look at the bottom for "Procedures". This new page only has three things but it will grow. This lists all the procedures in HL that you can use a "call" on and what the script looks like under the covers.

So in example if you wanted to see the script for the new "AmuletFist" procedure added in v5.2 you can see exactly what/how it works. My hope is this makes procedures more viewable by editors and more useful.

I will do my best to keep this new help page and macro page up to date.

Sendric June 28th, 2014 11:59 AM

Quote:

Originally Posted by ShadowChemosh (Post 186400)
I also wanted to share a "new" help page I added also in this release. From inside of the editor you can go to "Help->Help on using the Editor". Then on the web page that is displayed look at the bottom for "Procedures". This new page only has three things but it will grow. This lists all the procedures in HL that you can use a "call" on and what the script looks like under the covers.

So in example if you wanted to see the script for the new "AmuletFist" procedure added in v5.2 you can see exactly what/how it works. My hope is this makes procedures more viewable by editors and more useful.

I will do my best to keep this new help page and macro page up to date.

Definitely very useful. Is there a place that shows all the tags that can be used too?

ShadowChemosh June 28th, 2014 12:14 PM

Quote:

Originally Posted by Sendric (Post 186405)
Definitely very useful. Is there a place that shows all the tags that can be used too?

Nope but that would make a good addition. I will add that to the "to-do" list. :)

mirtos June 29th, 2014 12:03 PM

Thats quite awesome... there more documentation we have for the editor, the better :)

Kendall-DM June 29th, 2014 07:20 PM

I will try to put together of a "to-do" list of things I've found that have been bugs for a while. May be a few weeks, as I'm in the middle of a move, which means I'm stuck in this area for another year (at least). Sigh. Still dreaming of a move to Cali... some day, some day.

Kendall-DM July 7th, 2014 05:03 PM

Did something change with the recent file release regarding the Vampire template. Mine is now broken and I don't know why. I have a recurring villain in my campaign that I was planning on using next gaming session and it appears to have a shortage of skill points and an extra language now? Any changes like that?

Kendall-DM July 7th, 2014 05:10 PM

Quote:

Originally Posted by Kendall-DM (Post 186983)
Did something change with the recent file release regarding the Vampire template. Mine is now broken and I don't know why. I have a recurring villain in my campaign that I was planning on using next gaming session and it appears to have a shortage of skill points and an extra language now? Any changes like that?

Nevermind, figured it out. Some change I was making some time ago regarding inherited templates and Int bonuses. I was applying the aNormMod so that inherited templates didn't get retroactive skill points, languages, etc. Same as when a character boosts an attribute.

All's well.

Sendric July 7th, 2014 07:40 PM

Quote:

Originally Posted by Kendall-DM (Post 186984)
Nevermind, figured it out. Some change I was making some time ago regarding inherited templates and Int bonuses. I was applying the aNormMod so that inherited templates didn't get retroactive skill points, languages, etc. Same as when a character boosts an attribute.

All's well.

I like when problem's sort themselves out. For the record, I think the template did change a little, but only for the purposes of type and subtype. I know I did that for the Ghost Template as well as one other undead template. May have been the vampire.

Sendric July 23rd, 2014 10:39 AM

I see that there is a Hero.SpontArc tag applied to the hero when a taken class is an Arcane, Spontaneous caster. There is no equivalent for their Divine counterparts. It's not a big deal, but would it be difficult to add such a tag (like Hero.SpontDiv)?

ShadowChemosh July 23rd, 2014 12:36 PM

Quote:

Originally Posted by Sendric (Post 188368)
I see that there is a Hero.SpontArc tag applied to the hero when a taken class is an Arcane, Spontaneous caster. There is no equivalent for their Divine counterparts. It's not a big deal, but would it be difficult to add such a tag (like Hero.SpontDiv)?

I will take a look for the next release... It "should" be pretty easy to do. My guess is that because no "Spontaneous Divine" caster existed in PHB no one thought to add it.

mirtos July 23rd, 2014 01:51 PM

Makes sense. The first spontaneous divine caster in d20 came in "Complete Divine" i think...

Bloodwolf July 25th, 2014 11:09 AM

Is it a bug that you can't add money to NPC/Monsters? I'm putting my monsters in and would like to put their treasure on them but can't add money.

ShadowChemosh July 25th, 2014 09:50 PM

Quote:

Originally Posted by Bloodwolf (Post 188533)
Is it a bug that you can't add money to NPC/Monsters? I'm putting my monsters in and would like to put their treasure on them but can't add money.

Not 100% sure. I will add it to the list to take a look at...

Kendall-DM July 28th, 2014 04:53 PM

Quote:

Originally Posted by Bloodwolf (Post 188533)
Is it a bug that you can't add money to NPC/Monsters? I'm putting my monsters in and would like to put their treasure on them but can't add money.

There is no journal for NPCs, so you can't add money OR experience points. I'd like to be able to add xp when I'm tracking some of my NPCs (such as cohorts), but I've settled with making everything a PC and it all works out.

Sendric July 29th, 2014 05:28 AM

Quote:

Originally Posted by Bloodwolf (Post 188533)
Is it a bug that you can't add money to NPC/Monsters? I'm putting my monsters in and would like to put their treasure on them but can't add money.

Since NPC's have no journal, you can try using the "Custom Gear" option.

ShadowChemosh July 29th, 2014 08:25 PM

So I looked into this a little and yea not a bug. Its designed to hide the Journal tab for NPCs.

So what you guys can do is make an adjustment that runs the following script:
First/10000
Code:


~ If not activated get out now!
doneif (field[pIsOn].value <> 1)

~ Show the Journal tab so we can add XP and GP
perform hero.delete[Hero.NoAdvance]


Sendric July 30th, 2014 04:59 AM

Quote:

Originally Posted by ShadowChemosh (Post 188928)
So I looked into this a little and yea not a bug. Its designed to hide the Journal tab for NPCs.

So what you guys can do is make an adjustment that runs the following script:
First/10000
Code:


~ If not activated get out now!
doneif (field[pIsOn].value <> 1)

~ Show the Journal tab so we can add XP and GP
perform hero.delete[Hero.NoAdvance]


In the words of my daughter: "Alright...if you really want me to." Sorry, you'll have to imagine the deep sigh and exasperated tone. :)

(adjustment added)

ShadowChemosh July 30th, 2014 09:33 AM

Quote:

Originally Posted by Sendric (Post 188945)
In the words of my daughter: "Alright...if you really want me to." Sorry, you'll have to imagine the deep sigh and exasperated tone. :)

(adjustment added)

:) Thanks! Trying to see things from LW point of view and I think that it would be a better fit in the community then in CORE.

Sendric July 30th, 2014 09:57 AM

Quote:

Originally Posted by ShadowChemosh (Post 188958)
:) Thanks! Trying to see things from LW point of view and I think that it would be a better fit in the community then in CORE.

No problem. I was just wanted to share an anecdote about my 3.5 year old. Kid cracks me up.

Dark Lord Galen July 30th, 2014 01:15 PM

Quote:

Originally Posted by ShadowChemosh (Post 188928)
So I looked into this a little and yea not a bug. Its designed to hide the Journal tab for NPCs.

So what you guys can do is make an adjustment that runs the following script:
First/10000
Code:


~ If not activated get out now!
doneif (field[pIsOn].value <> 1)

~ Show the Journal tab so we can add XP and GP
perform hero.delete[Hero.NoAdvance]


Shadow, where would we add this "adjustment"?

Like mentioned above, I resorted to making all PCs since the NPC lacks the ability for a log, journal or the ability to progress them.

ShadowChemosh July 30th, 2014 02:47 PM

Quote:

Originally Posted by Dark Lord Galen (Post 188977)
Shadow, where would we add this "adjustment"?

Like mentioned above, I resorted to making all PCs since the NPC lacks the ability for a log, journal or the ability to progress them.

Looks like Sendric will be adding it to the community set in the future FYI.

Until then. Start the editor and make a new .user file or open an existing one. Go to "General->Adjustments". Click "New Blank" and give it a name like "Show Journal". Give it a Unique ID like "pShowJrnl". Then click on "Eval Scripts" and add a new one at timing of First 10000. Then copy and paste the above script into the text window.

Save and do "Test Now!". Now you have a new adjustment you can add to your character that causes the "Journal" tab to display even for NPCs. :)

Dark Lord Galen August 3rd, 2014 05:10 PM

Quote:

Originally Posted by ShadowChemosh (Post 188983)
Looks like Sendric will be adding it to the community set in the future FYI.

Until then. Start the editor and make a new .user file or open an existing one. Go to "General->Adjustments". Click "New Blank" and give it a name like "Show Journal". Give it a Unique ID like "pShowJrnl". Then click on "Eval Scripts" and add a new one at timing of First 10000. Then copy and paste the above script into the text window.

Save and do "Test Now!". Now you have a new adjustment you can add to your character that causes the "Journal" tab to display even for NPCs. :)

Thanks Shadow... and thanks Sendric.....

Your collective support is undervalued, but greatly appreciated.

Kendall-DM August 3rd, 2014 05:16 PM

Here is a trick if you don't want to add this as an adjustment. Everything in HL has adjustments added to the Hero, and these adjustments always have a
Code:

doneif (field[pIsOn].value <> 1)
to turn it off and on.

I don't want to turn it off or on, I want it on all the time. So, add the delete script to an existing condition adjustment, but don't include the doneif at the beginning. Ta-daa, all the things in HL will have a Journal tab.

If there was a way you can check the configuration, you can have a doneif the configuration is checked and exclude it through the Hero configuration screen rather than as an adjustment.

Just one of my many 'hacks' for HeroLab. :)

Sendric August 4th, 2014 05:21 AM

The werewolf template (and perhaps other lycanthrope templates) are not granting the increased base attack bonus when in hybrid or animal form. This results in an error appearing for the granted feat Weapon Focus - Bite that the pre-req is not being met. For reference, here are some pertinent sections from the rules:

Attacks
Same as the base creature or base animal, depending on which form the lycanthrope is using.

Feats
It’s possible that a lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form.

Wolf
Base Attack: +1

JackJudge August 11th, 2014 08:16 PM

In the Encounter Builder for D20 3.5 the "Goblin, 1st-Level Warrior" has a listed CR of 3. It's supposed to be 1/3.

mirtos August 12th, 2014 03:42 AM

EDIT: this can be deleted.

Dark Lord Galen August 15th, 2014 09:44 PM

Quote:

Originally Posted by JackJudge (Post 190085)
In the Encounter Builder for D20 3.5 the "Goblin, 1st-Level Warrior" has a listed CR of 3. It's supposed to be 1/3.

Jack.
Not all goblins have to be the same..... Those are The elite Schwarzenegger goblins. Trained in "getting to the chopper" ( attacking the fighters of the group) :D

ShadowChemosh August 16th, 2014 09:06 AM

1 Attachment(s)
So I thought I would share a sneak peek of one of the d20 changes I was working on. This is for the "In-Play" tab actually as it needed an update to use better UI mechanics. So while doing that I changed the layout to more logically break up the sections. This gives more room and prepares d20 better for future enhancements:

Attachment 3054

Also shows how some of us are here working while the LW guys are off partying at GenCon! :eek:

Sendric August 16th, 2014 12:43 PM

Quote:

Originally Posted by ShadowChemosh (Post 190405)
So I thought I would share a sneak peek of one of the d20 changes I was working on. This is for the "In-Play" tab actually as it needed an update to use better UI mechanics. So while doing that I changed the layout to more logically break up the sections. This gives more room and prepares d20 better for future enhancements:

Looks awesome, Shadow. Really looking forward to the next release!

Quote:

Also shows how some of us are here working while the LW guys are off partying at GenCon! :eek:
<sarcasm>Those guys are so lazy.</sarcasm>

bodrin August 16th, 2014 04:12 PM

Quote:

Originally Posted by Sendric (Post 190417)
Looks awesome, Shadow. Really looking forward to the next release!



<sarcasm>Those guys are so lazy.</sarcasm>

<double sarcasm with attitude>Agreed, some of us aren't even in the right country to even attend Gen Con at this time. Pure Slothfulness.</double sarcasm with attitude>

Lord Magus August 17th, 2014 06:32 PM

Quote:

Originally Posted by ShadowChemosh (Post 190405)
So I thought I would share a sneak peek of one of the d20 changes I was working on. This is for the "In-Play" tab actually as it needed an update to use better UI mechanics.

Since you are working on this, may I suggest listing any DR, Energy Resistance, Fast Healing and Regeneration on the In Play tab, underneath HPs, so players (and GMs) don't forget them when entering damage? Thanks!


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