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Sendric
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Join Date: Jul 2010
Posts: 3,146

Old March 8th, 2017, 06:45 AM
Quote:
Originally Posted by Bloodwolf View Post
Weird it pops right up with the pic for me. Maybe it was the wrong setting. I had it set to friends viewing it. I reset it to public so now they should work. Sorry.
No problem.

Ok, so based on that first picture, you clearly have some old community files installed. The file 'AaEG - Armor, Weapons, and Gear.user' has not been included in the community set for several years now. For whatever reason, the factory reset appears to not have removed these files. You probably need to manually remove the .user files from the data directory then re-download the 1.19 community set.

Just to be sure you don't lose anything, I recommend moving all .user files into a new folder. That way if you discover you've lost something you or a friend created, you can just go back into the folder and grab it.
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Bloodwolf
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Join Date: Dec 2013
Posts: 166

Old March 8th, 2017, 07:35 AM
I'll give that a try next time I am over at his place. Thanks.

Now I have to deal with Windows 10 deciding to reset and wiping out all of my files. CC3+ maps, d20 Pro, and HL. Luckily my RW stuff was synced prior to the reset. I hate Windows 10. Over a year's worth of work gone because Windows claimed it would not delete my files but wiped out everything in the Program Files folder.
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Nokowi
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Join Date: Jan 2017
Posts: 16

Old March 9th, 2017, 11:27 AM
I wanted to share a few things I found as part of making a high level d20 monk.

- Classes that change unarmed threat range or increase critical multiplier are difficult.

3.0 Weapon Master --> increase critical range by 2 beyond improved critical to 17-20.
3.5 Initiate of the Draconic Mysteries --> increase unarmed damage multiplier by 1 to x3.

- Unarmed damage does not currently scale correctly with size changes (2d10-->6d8-->12d8) instead of 2d10-->4d8-->6d8-->8d8-->12d8 (DMG pg 28)

Here are the solutions I found (please keep in mind I'm new to scripting!)

Changing crit range and multiplier directly involved too many things for me to handle, so I instead created a new weapon by copying wUnarmed called iUnarmx3, that instead has crit range of 19-20 and multiplier of x3, is allowed change damage with size, and is treated as unarmed. With improved critical feat this becomes a 17-20x3 weapons, as desired.

To get the damage correct, I overwrote the weapon damage description. I created a dummy feat called fUnarmDice that does nothing by itself but when taken, the script below will add to weapon size each time you take it.


~ Fix Unarmed Damage
var dmgrank as number
var x as number
var dmg as number

dmg=hero.child[wUnarmed].field[BonEnhance].value
dmg += hero.child[Damage].field[tDamBonus].value
dmg -= 10
x=#hasfeat[fWepSpec2]
if (x=1) then
dmg=dmg+2
endif
dmg += hero.child[wUnarmed].field[wDamBonus].value
dmg += hero.child[Damage].field[tDamStr].value

~ The script to find dmg is sloppy. I grab tDamBonus (which is initially 10 for
~ my character) and subtract 10. If tDamBonus increases through any other
~ means, my damage adjusts correctly.

dmgrank=herofield[tSize].value

~ For a medium monk, the dmgrank value will be 0

foreach pick in hero where "HasFeat.fUnarmDice"
~ Initiate of the Draconic Mysteries
dmgrank=dmgrank+1
nexteach

x=#hasfeat[fImpNatAt2]
if (x=1) then
dmgrank=dmgrank+1
endif

~ In this example, I have taken the feat fUnarmDice twice, and I am
~ wearing the Fanged Ring which gives fImpNatAt2 (improved natural attack
~ feat). My unarmed damage should be 3 size steps larger than my base
~ of 2d10 because dmgrnk=3 in the above calculations.

if (dmgrank = -4) then
hero.child[wUnarmed].field[wFixDamage].text = "1d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "1d8+" & dmg
endif
if (dmgrank = -3) then
hero.child[wUnarmed].field[wFixDamage].text = "1d10+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "1d10+" & dmg
endif
if (dmgrank = -2) then
hero.child[wUnarmed].field[wFixDamage].text = "2d6+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "2d6+" & dmg
endif
if (dmgrank = -1) then
hero.child[wUnarmed].field[wFixDamage].text = "2d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "2d8+" & dmg
endif
if (dmgrank = 0) then
hero.child[wUnarmed].field[wFixDamage].text = "2d10+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "2d10+" & dmg
endif
if (dmgrank = 1) then
hero.child[wUnarmed].field[wFixDamage].text = "4d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "4d8+" & dmg
endif
if (dmgrank = 2) then
hero.child[wUnarmed].field[wFixDamage].text = "6d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "6d8+" & dmg
endif
if (dmgrank = 3) then
hero.child[wUnarmed].field[wFixDamage].text = "8d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "8d8+" & dmg
endif
if (dmgrank = 4) then
hero.child[wUnarmed].field[wFixDamage].text = "12d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "12d8+" & dmg
endif

The unarmed damage now scales with size changes. Keep in mind that d20 (+2 Str, -2 Dex, -1 AC, -1 Att) on each size increase through the Adjust-->Size Category tool. You will need to adjust from these if you want a different progression.

Timing was during render phase.

Last edited by Nokowi; March 10th, 2017 at 04:40 AM.
Nokowi is offline   #733 Reply With Quote
Monteparnas
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Join Date: Jan 2017
Posts: 68

Old March 9th, 2017, 10:30 PM
I'm creating a Samurai profile with the OA Variant, and I'm not being able to add Heavy Armor Proficiency to the character. Neither the Feat, nor the Adjustment are working.
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Sendric
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Join Date: Jul 2010
Posts: 3,146

Old March 10th, 2017, 03:14 AM
Quote:
Originally Posted by Monteparnas View Post
I'm creating a Samurai profile with the OA Variant, and I'm not being able to add Heavy Armor Proficiency to the character. Neither the Feat, nor the Adjustment are working.
There is a known core bug that prevents adding a feat that has been removed by a class variant. It's being worked on, but unfortunately there doesn't appear to be a good workaround. It may be possible to create an adjustment to apply proficiency for a specific piece of armor. I will look into it when I get the chance.
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whtknt
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Join Date: Nov 2008
Location: Ocean Springs, MS, USA
Posts: 42

Old March 14th, 2017, 05:10 PM
I tried downloading v1.19 and let it install, but when I ran the program, it had a host of errors. More than I wanted to type up here. Most of them seem to be duplication errors. Thoughts?
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Sendric
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Join Date: Jul 2010
Posts: 3,146

Old March 15th, 2017, 03:40 AM
Quote:
Originally Posted by whtknt View Post
I tried downloading v1.19 and let it install, but when I ran the program, it had a host of errors. More than I wanted to type up here. Most of them seem to be duplication errors. Thoughts?
I posted my thoughts in the other thread, but you can copy and paste the errors messages. If you are seeing an error related to the Arms and Equipment Guide, my recommendation would be to clean the directory of user files (ie move them to a new directory for safe-keeping) then re-download the community set.
Sendric is offline   #737 Reply With Quote
whtknt
Member
 
Join Date: Nov 2008
Location: Ocean Springs, MS, USA
Posts: 42

Old March 15th, 2017, 08:45 AM
WTH? I tried loading it again, and now it seems to be working fine, even though nothing had changed. Oh well, at least it works. Thanks, guys.
whtknt is offline   #738 Reply With Quote
Monteparnas
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Join Date: Jan 2017
Posts: 68

Old March 19th, 2017, 04:18 PM
The Witch Hunter PrC from Oriental Adventures is still absent.
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Sendric
Senior Member
 
Join Date: Jul 2010
Posts: 3,146

Old March 20th, 2017, 03:10 AM
Quote:
Originally Posted by Monteparnas View Post
The Witch Hunter PrC from Oriental Adventures is still absent.
Thanks. It will be available with the next release.
Sendric is offline   #740 Reply With Quote
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