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Member
Join Date: Jan 2011
Posts: 34
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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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#1 |
Senior Member
Join Date: Nov 2008
Location: Bay Area, California
Posts: 100
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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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#2 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Quote:
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. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#3 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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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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#4 |
Senior Member
Join Date: Oct 2011
Posts: 865
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Quote:
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. |
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#5 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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Quote:
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). |
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#6 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Quote:
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. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#7 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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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. |
#8 |
Senior Member
Join Date: Oct 2011
Posts: 865
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thanks... i started reading it. interesting stuff.
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#9 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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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)" |
#10 |
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