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Per the community bug thread:

The Half-Dragon template is not correctly applying the Dragon Type to characters in hero labs. As a result, it is giving back prerequisite errors when dealing with dragon feats/spells/abilities and dragonblood feats/spells/abilities.

This is actually something of a rampant issue with the various templates from MM1. Some of them have been fixed in the community set, but others haven't (such as this one). I could create a fix in the community set for this as well, but it would be temporary.
 
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I am not sure, this issue could simply be a coding problem. But it did make me aware of another issue that is most definitely not a community bug.

The following code also seems to count TEMPLATES, which I don't think it should.

Code:
      var SorcLvl as number
      SorcLvl = #totallevelcount[] - #levelcount[Race]

It also made me aware that the 6 CLASS MAX that hero labs has seems to incorrectly give a too many class message when you have templates added to your character. In essence it is counting each template as a separate class, which I don't think is quite correct.

If I posted this in the wrong place I apologize.
 
I am not sure, this issue could simply be a coding problem. But it did make me aware of another issue that is most definitely not a community bug.

The following code also seems to count TEMPLATES, which I don't think it should.

Code:
      var SorcLvl as number
      SorcLvl = #totallevelcount[] - #levelcount[Race]

It also made me aware that the 6 CLASS MAX that hero labs has seems to incorrectly give a too many class message when you have templates added to your character. In essence it is counting each template as a separate class, which I don't think is quite correct.

If I posted this in the wrong place I apologize.
I don't think that has anything to do with the community stuff. Can you re-post that in the official d20 thread. I can try and take a look at that for next release as that would really mess things up on characters...
 
Not sure if this is the right place for MM1 bugs since they are core but I've been adding monsters for the Summon Monster spells so that I can transfer them to d20 Pro and I've been finding some bugs. I'll have to reopen some of my others to get them all but here is one.

I create a Huge Viper Snake and it asks me to pick a weapon for Weapon Focus. A huge viper has Bite as its focus so I hit that. Then it turns the weapon tab red and the warning says that Weapon Focus Animal Bite has been picked twice. But there is only one Weapon Focus feat up.
 
Not sure if this is the right place for MM1 bugs since they are core but I've been adding monsters for the Summon Monster spells so that I can transfer them to d20 Pro and I've been finding some bugs. I'll have to reopen some of my others to get them all but here is one.

I create a Huge Viper Snake and it asks me to pick a weapon for Weapon Focus. A huge viper has Bite as its focus so I hit that. Then it turns the weapon tab red and the warning says that Weapon Focus Animal Bite has been picked twice. But there is only one Weapon Focus feat up.

This is technically a community bug since most, if not all, of the MM1 monsters have been added this way. Looks like when the bite weapon was bootstrapped, it was given the Weapon Focus tag so when you add it with the feat it creates an error. It should probably be removed from the bootstrap. I'll make a note. Might also be others. Thanks for the report.
 
Cool. I'll put the rest that I find over there. I have noticed that a lot of them get Simple and Martial weapon feats when they don't normally have them. I don't think it is a big deal because the ones that I have seen it on don't have hands or wouldn't normally use weapons. Do you want me to add them there too?
 
Cool. I'll put the rest that I find over there. I have noticed that a lot of them get Simple and Martial weapon feats when they don't normally have them. I don't think it is a big deal because the ones that I have seen it on don't have hands or wouldn't normally use weapons. Do you want me to add them there too?

Sure. Any bugs you find you can write up. Thanks!
 
Hey all, found an issue with the Solar.
When loading the Angel, Solar up as a new character, I get this error message:

Attempt to access transaction pick from script when no transaction context exists Locaion: ‘creation’ script for Component ‘BaseWep’ near line 17

I have Lawful_G 1.14 installed. The only options I have selected are Lawful G's Custom, Lawful G's Hidden, DMG, and Monster Manual 1.

Talking with Sendric, he feels there is probably an underlying error somewhere and suggested I post it here to be looked at.
 
@ShadowChemosh

Would it be possible to add a field to spells that would list a DC? Also, is there a way to add the one field that is missing from the Spells (Area, Target, Effect, it can have a few names, so it might have to be a user defined field)? Lastly, can special abilities have a DC with an associated ability-based component, so that it would calculate the 10 + 1/2 HD + ability mod? This would go a long way to solving many issues I have with spells and special abilities. Just some things I've come across lately.
 
Hey all, found an issue with the Solar.
When loading the Angel, Solar up as a new character, I get this error message:

Attempt to access transaction pick from script when no transaction context exists Locaion: ‘creation’ script for Component ‘BaseWep’ near line 17

I have Lawful_G 1.14 installed. The only options I have selected are Lawful G's Custom, Lawful G's Hidden, DMG, and Monster Manual 1.

Talking with Sendric, he feels there is probably an underlying error somewhere and suggested I post it here to be looked at.
Thanks for the bug report. I have added it to be looked at for next release.

@ShadowChemosh

Would it be possible to add a field to spells that would list a DC? Also, is there a way to add the one field that is missing from the Spells (Area, Target, Effect, it can have a few names, so it might have to be a user defined field)? Lastly, can special abilities have a DC with an associated ability-based component, so that it would calculate the 10 + 1/2 HD + ability mod? This would go a long way to solving many issues I have with spells and special abilities. Just some things I've come across lately.
Yep those are all "great" ideas for improvements. I wanted to work on some of the "spells" issues that d20 has. Like not being able to assign a spell to multiple classes.

Adding the "DC" and Area, Target, Effect would also be a great addition to spells at the same time.
 
Found a couple of issues. I've noticed that the In-Play tab works differently, and now all the things I've created with just the checkbox to activate it also have a charge on the In-Play tab that says 0/0. It's way too much work for me to get rid of all of them, when they weren't there before. Before it would either put the check box or show the charges or both depending on the selection in the Special. Now it appears these have been combined into one option on the Specials? Is this the intended use?

The other issue is unarmed attacks. It seems that the unarmed attack damage progression has been flubbed up. Medium creatures still get 1d3, but now the Large creatures are getting 1d6 rather than 1d4, and Huge creatures are getting 2d6 instead of 1d6. It appears to be doing a damage up for the size twice. I know there were some changes to unarmed strike, but this is a dozy I just happened to notice on a huge Giant and then went testing to see what was up.
 
The spell "Torrent of Elemental Rage" with id 'sPFWiz6002' from Pathfinder - Legacy of Fire is incorrectly marked as a Sorcerer spell.
 
Am I crazy, or were we once able to 'equip' a natural weapon? I only ask because in the instances where you are wanting to use a primary natural weapon as a secondary attack, there doesn't seem to be way to determine attack bonus and damage for that attack.
 
Runtime error

I have encountered a runtime error, it seems to occur only when I try to add additional spell levels from a prestige class.

I've tried several different classes, and combinations and I get the same thing.

Finally, for some reason the updater was giving me Hero Labs 1.6e. I finally got it to give me 1.6a and it seems to be working.
 

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I have encountered a runtime error, it seems to occur only when I try to add additional spell levels from a prestige class.

I've tried several different classes, and combinations and I get the same thing.

Finally, for some reason the updater was giving me Hero Labs 1.6e. I finally got it to give me 1.6a and it seems to be working.
This looks like the same issue reported HERE and Colen has posted a fixed .exe to try. So try that out TobyFox and see if it fixes your issue also. Be good to let Colen know it works for d20 also.
 
Found a couple of issues. I've noticed that the In-Play tab works differently, and now all the things I've created with just the checkbox to activate it also have a charge on the In-Play tab that says 0/0. It's way too much work for me to get rid of all of them, when they weren't there before. Before it would either put the check box or show the charges or both depending on the selection in the Special. Now it appears these have been combined into one option on the Specials? Is this the intended use?
Can you provide some examples or .user files that have this issue? I can't duplicate it and that is not how it was intended to work. In example add a Ring of Three wishes and you get "only" 3/uses to display on the In-Play tab.


The other issue is unarmed attacks. It seems that the unarmed attack damage progression has been flubbed up. Medium creatures still get 1d3, but now the Large creatures are getting 1d6 rather than 1d4, and Huge creatures are getting 2d6 instead of 1d6. It appears to be doing a damage up for the size twice. I know there were some changes to unarmed strike, but this is a dozy I just happened to notice on a huge Giant and then went testing to see what was up.
You are correct. But I don't remember go anywhere near BaseWep component that I recall during the last update. So I don't know why this suddenly changed. :(
 
Am I crazy, or were we once able to 'equip' a natural weapon? I only ask because in the instances where you are wanting to use a primary natural weapon as a secondary attack, there doesn't seem to be way to determine attack bonus and damage for that attack.
I honestly don't know. I know they where not equip-able in Pathfinder but maybe they where in d20 so you can pick which was the Primary attack and which the 'secondary' attack? I don't recall doing anything in the area of weapons so not sure why this would suddenly change. :(
 
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