Senior Member
Join Date: Jul 2010
Posts: 3,151
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Quote:
Update: I have found the source of this issue. In the file "MM - Creature types Compiled.user" each type is having its saving throws calculated. I took a look at the Type-Humanoid script and made one change to the bottom of the second eval script: Code:
else each.field[rFort].value = round(HD/3, 0, -1) each.field[rRef].value = round(HD/2, 0, -1) + 2 each.field[rWill].value = round(HD/3, 0, -1) endif Bodrin, I believe this is your code. I am not sure if you intended to have it all sourced or not. I also don't know if there was a reason for the +2. Before I go mucking around with it, do you want to take a look or just let me know what you were looking to do here? I don't have a problem with editing it, but I don't want to ruin anything you may have been trying to do here. Last edited by Sendric; March 6th, 2012 at 06:30 AM. |
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#31 |
Junior Member
Join Date: Oct 2011
Posts: 29
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I am having the same issue after realizing that my humans had extra numbers on their reflex saves...Once MM was removed it corrects the error of course, but then my players mounts are hosed.
I really don't want to start fiddling too much with the eval scripts as I will most likely jack something up.... Any advice would be greatly appreciated. Thanks! LordV |
#32 |
Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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Quote:
Dormio Forte Somnio Community Created Resources : Data Package Repositories : d20pfsrd Custom Character Sheets Community Server Setup (Packs) Hero Lab Help- Video Tutorials and Pathfinder FAQ Created by the community for the community
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#33 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Sendric, that code was mine. It was there so that races would automatically calculate and increase their saves as they gain extra HD.
What I would do is add that +2 back in, but also have a check before running any of the automatic calculation scripts on the types. If the race has more than 0 racial HD (I can't think of a humanoid with racial HD, but I am sure there must be some), then run the script to calculate the BAB/saves/skill/etc, otherwise don't because they will be defined by class levels (for humans and the like). |
#34 |
Senior Member
Join Date: Jul 2010
Posts: 3,151
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Quote:
I'll take a run at this tomorrow, and hopefully have a fix by the end of the day based on your suggestions, Aaron. As an aside, should all the types and subtypes from that file be sourced to the Monster Manual? Or should they not be sourced at all? It currently appears to be inconsistent as some of the types (5 or 6 off the top of my head) are sourced, but none of the others. |
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#35 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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I'd make them all unsourced unless that causes problems.
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#36 |
Senior Member
Join Date: Jul 2010
Posts: 3,151
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Ok, removed the sources (except the Eberron source for the Deathless type), and added the following statement:
Code:
~ Also do nothing if we don't have racial hit dice doneif (herofield[tHitDice].value - herofield[tLevel].value = 0) |
#37 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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You can also count racial Hit Dice by looking at the race's rHitDice value, or counting the Classes.Race tag on the Hero.
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#38 |
Senior Member
Join Date: Jul 2010
Posts: 3,151
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I tried something similar with rHitDice, but it caused an error. It compiled ok, but gave an error in the portfolio. Since this didn't give an error, and seemed to accomplish the same thing, I went with this. I didn't try the Classes.Race tag though.
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#39 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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Sorry, I should have mentioned, rHitDice is on the BaseRace, so what I've had to do in the past is do a foreach on the BaseRace, and then get the each.field[rHitDice].value to avoid the error. It's much easier just to count the Classes.Race though, since that is on the hero.
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#40 |
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