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Version 5.3 of the d20 System data files are now available!

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I have what appears to be a bug. When I bootstrap a natural weapon (such as bite or claw), and assign the appropriate damage tag, the damage from the weapon doesn't change based on the race's inherent size.

For example,

If I have a medium-sized race (ie human), and gain an ability that grants me a bite attack that deals 1d8 points of damage, and then change my race to something small (ie gnome), the damage dice does not change. It does change if I use an adjustment to change my size category.
This is exactly like Aaron said. I must have been searching the wrong folder. You need to add the tag "Helper.NatSizeDmg" to the wBite/wClaw Thing when you bootstrap. Then the size will auto adjust up/down when you change the race.

I do get an error from the BaseNatWep component that I am looking into. But otherwise I am considering this issue resolved. :)
 
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.
I have this protected now so no more errors but this is NOT the correct way to do monsters.

What happened is the community bootstrapped a Composite Longbow directly to the solar. The issues are this means the DM or player can never remove these pieces of equipment.

The better way is to make the "base" monster and then make a .por file of the monster that includes equipment or choices. Then import that into a .stock file that is stored in the programdata\herolab\data\d20 folder. This way you can use the HL Encounter Builder to find the monster. Plus if you wish to change out its Bow for a Crossbow you can easily accomplish that. :)
 
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Could be something to look into as an HL bug. As reported in the community set, there is a rule in the Monster Manual that does not seem to be getting properly handled with regards to Natural attacks.

From MM, pg 6:
For animals such as the wolf who only has a bite attack, the damage bonus from Strength does not appear to be getting the 1.5x multiplier. Not sure if this is something that should be fixed from within or if the community set should handle it. I'm open to either.
So it use to be that each animal with a single natural attack was given the tag "Helper.NatTwoHand" to force the attack to to 1.5x Str. The Wolf was missing this tag. To make this more universal and automatic each natural attack will assign the tag "Hero.HasNatWep" to the hero (counting for things like Value.? tag). This way when a creature has a single primary natural attack it will do 1.5x Strength damage.

This way if a template or other "Thing" gives natural attacks the primary attack loses the 1.5x and goes back to 1x Str damage.

Hmmm It would also appear that when you equip a manufactured weapon and you have a natural attack (ie Hound Archon) that the natural attacks are not automatically becoming secondary attacks. I fixed this bug also.
 
This is exactly like Aaron said. I must have been searching the wrong folder. You need to add the tag "Helper.NatSizeDmg" to the wBite/wClaw Thing when you bootstrap. Then the size will auto adjust up/down when you change the race.

I do get an error from the BaseNatWep component that I am looking into. But otherwise I am considering this issue resolved. :)

Sometimes the best bugs are the ones that aren't. Thanks! I'll have to write that one down somewhere.
 
It would appear the tag fShowWhat.Freeform is broken. When I select "Freeform Edit Control" under Dropdown Selection Setup for a Class special, the edit box is not appearing.
 
It would appear the tag fShowWhat.Freeform is broken. When I select "Freeform Edit Control" under Dropdown Selection Setup for a Class special, the edit box is not appearing.
You sure you have the latest version of Hero Lab installed? That is a "HL" bug not a d20 bug as I reported it to Colen a month+ back actually.

I will test tonight and see if what it does...
 
You sure you have the latest version of Hero Lab installed? That is a "HL" bug not a d20 bug as I reported it to Colen a month+ back actually.

I will test tonight and see if what it does...

Pretty sure, though I had to download it from the site and install manually, which is a first for me. I think it's due to a new site restriction program at work. I can also check it tonight on my tablet at home.
 
It would appear the tag fShowWhat.Freeform is broken. When I select "Freeform Edit Control" under Dropdown Selection Setup for a Class special, the edit box is not appearing.
So ignore what I said earlier I was confused and thinking of a different issue.

So I just tried this but what "edit" box is not appearing? The "Custom Expression" is where you would type in your freeform expression no?
 
So ignore what I said earlier I was confused and thinking of a different issue.

So I just tried this but what "edit" box is not appearing? The "Custom Expression" is where you would type in your freeform expression no?

No, not custom expression. The edit box that is missing is in the portfolio. Freeform Edit Control should give you a blank text box in the class tab of the portfolio so you can enter whatever you want. This box is what is not appearing.
 
Should specials appear in the In-Play tab under Activated Abilities if they do not have the Helper.ShowCharge tab applied? At the moment, it appears to be the case as long as you have the hName1 field filled out.
 
Should specials appear in the In-Play tab under Activated Abilities if they do not have the Helper.ShowCharge tab applied? At the moment, it appears to be the case as long as you have the hName1 field filled out.
Info from the v5.3 notes:

-Helper.ClSpecChg & Helper.ShowCharge - Both work the same now so that we are backwards compatible. Going forward only Helper.ShowCharge should be used which forces a Thing to show up on the In-Play tab under "Tracked Resources".

-Helper.ShowActAb1 & Helper.ShowActAb2 - Show on Activated Ability section of the "In-Play" tab. These tags get applied to the pick if the hName1 or hName2 field text is filled in at Final/50000. You should not assign these yourself in scripts. You can use them if you wish if you need to find if an ability has an activation or not.

So hName controls if a pick will display as having an activation. Helper.ShowCharge will cause the pick to display with a Tracked Resource if hTotal is not zero.

So you have now Activated Abilities and Tracked Resources. Two different "sections" but they are both on the same Thing. This matches pretty close to Pathfinder now. Should provide good control going forward for how you want things to display.

So lets say you only want an Activation to be present some of the times? Then use a script to fill in hName field "before" Final/50000. Don't want to show on the Tracked Resources section? Then remove the "Helper.ShowCharge" tag.

That make sense?
 
1) So I guess I can't get mad at people for not reading my release notes anymore. Duly noted.

2) I think so. I'm finding it mildly annoying because class specials will display on the in-play tab before you get them. For example, if a class special you get at 5th level requires an activation, it will display on there prior to 5th level unless you use a script to set the hName1 field. It may have always been that way, but I was doing the custom abilities for Totemist for the last 5 years so I can't remember. Nothing I can't work around, though. Thanks.
 
2) sort of sounds like a bug. Do any core classes do this? If not any chance you can email me an example? If the class ability is not shown on the specials tab it should not appear in the In Play tab.:(
 
2) sort of sounds like a bug. Do any core classes do this? If not any chance you can email me an example? If the class ability is not shown on the specials tab it should not appear in the In Play tab.:(

Actually, yes. After a little searching around, the Elocator (apparently this is part of the d20 package, who knew?) has two abilities appearing on the in-play tab at first level that the class doesn't grant until later: Opportunistic Strike (2nd level) and Accelerated Action (10th).
 
Actually, yes. After a little searching around, the Elocator (apparently this is part of the d20 package, who knew?) has two abilities appearing on the in-play tab at first level that the class doesn't grant until later: Opportunistic Strike (2nd level) and Accelerated Action (10th).
So got that fixed! Thanks for letting me know.

I also found that Opportunistic Strike was not working correctly and not giving the correct Bonus Type for Attack/Damage. So that is fixed also. :)
 
Thought I would share some of the soon to be released v5.4 d20 changes and enhancements: :D

1. Added the wording "Appears In" to all selection lists (ie Feats, Magic Items, Spells) so that it is easy to track which book or source something is added from.
2. Spells now have the ability to fill in the Area, Effect, Target, Material Component Text, Material Component Cost, Focus Text, Focus Cost, and XP Cost. This will display on the spells once filled in.
3. Spell selection lists no longer display the class. This allows for each spell to now be linked to multiple classes.
4. Editor tab "Magic->Spell" has been changed to allow selecting multiple classes for a spell instead of only one spell per class.
5. Fixed bug where when you equip a manufactured weapon the natural attacks where not automatically becoming secondary attacks. This has been fixed as per the SRD http://www.d20srd.org/srd/specialAbilities.htm#manufacturedWeapons
6. Power Attack - This feat can now be activated on the "In-Play" tab.
7. Added new "Typed Bonus" fields: BonTrait, PenTrait, and Racial to all Picks. This includes "Damage" so that you can now apply a specific Bonus type to damage.
 
Thought I would share some of the soon to be released v5.4 d20 changes and enhancements: :D

1. Added the wording "Appears In" to all selection lists (ie Feats, Magic Items, Spells) so that it is easy to track which book or source something is added from.
2. Spells now have the ability to fill in the Area, Effect, Target, Material Component Text, Material Component Cost, Focus Text, Focus Cost, and XP Cost. This will display on the spells once filled in.
3. Spell selection lists no longer display the class. This allows for each spell to now be linked to multiple classes.
4. Editor tab "Magic->Spell" has been changed to allow selecting multiple classes for a spell instead of only one spell per class.
5. Fixed bug where when you equip a manufactured weapon the natural attacks where not automatically becoming secondary attacks. This has been fixed as per the SRD http://www.d20srd.org/srd/specialAbilities.htm#manufacturedWeapons
6. Power Attack - This feat can now be activated on the "In-Play" tab.
7. Added new "Typed Bonus" fields: BonTrait, PenTrait, and Racial to all Picks. This includes "Damage" so that you can now apply a specific Bonus type to damage.

And thank you again!
 
Thought I would share some of the soon to be released v5.4 d20 changes and enhancements: :D

1. Added the wording "Appears In" to all selection lists (ie Feats, Magic Items, Spells) so that it is easy to track which book or source something is added from.
2. Spells now have the ability to fill in the Area, Effect, Target, Material Component Text, Material Component Cost, Focus Text, Focus Cost, and XP Cost. This will display on the spells once filled in.
3. Spell selection lists no longer display the class. This allows for each spell to now be linked to multiple classes.
4. Editor tab "Magic->Spell" has been changed to allow selecting multiple classes for a spell instead of only one spell per class.
5. Fixed bug where when you equip a manufactured weapon the natural attacks where not automatically becoming secondary attacks. This has been fixed as per the SRD http://www.d20srd.org/srd/specialAbilities.htm#manufacturedWeapons
6. Power Attack - This feat can now be activated on the "In-Play" tab.
7. Added new "Typed Bonus" fields: BonTrait, PenTrait, and Racial to all Picks. This includes "Damage" so that you can now apply a specific Bonus type to damage.

1. Great idea, I've often wondered if I should source things, but haven't because I didn't see the use. Now it appears I have a reason to do so.
2. I was thinking just the other day how I'd love to have the target/aoe added to the spells, which are missing on the d20 files. Makes me happy.
3 & 4. I've already been doing this, but it has been a slow process (lots of re-editing and assigning properly). You've just made my day, and reduced the work I've been doing (and abandoning for the sheer volume of spells).
5. Things I've already done that I will now be able to get rid of. Woot!
6. Combat Expertise could also be used here. I've been using both as an adjustment, and combat expertise has some complex code behind it (affected by other abilities).
7. This made me think of something that has bothered me for some time about how attack and damage bonuses are applied. I don't recall off the top of my head what they are, but I'll try to get back to you on it when I get time to look at my HL stuff again (at work, seems I'm always at work).

Thanks for all the great work!
 
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