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Savage Worlds Bug Reports

If you could fix that, then making a Menu Source that only showed valid things would also be possible. That would be cool.
 
The only way to really fix it would be to go back and re-code every Edge with a requirement of having another Edge to look at the Super Power stack as well. And it would only affect characters that use the Super Edge Power. I'll try to think of another way around this issue.

If it helps the task seem a bit less daunting, you wouldn't have to do every edge. Only Combat Edges, as they're the only ones that you can get with Super Edge.

So, only Combat Edges, and among those, only that subset that has another Edge as a requirement.
 
After the last update, I'm getting errors for characters with the Professional and Expert edges. The +1 or +2 is not showing up for the skill, plus they are showing as not using all their skill points. Prior to the update the bonus was showing correctly and all skill points were shown as used.
 
It is messing with the points spent, adjusting the base value (the die) and not the bonus.

In my version, since I have defined the maximums for skills and attributes elsewhere, does work. Maybe it can give you an idea as it works while the official one in HL has stopped working:

For Professional:

Code:
var isSkill as number
isSkill = 1

if (field[usrChosen1].ischosen <> 0) then
   ~ Account for Attribute modifiers
   if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"agility") = 0) then
      hero.child[attrAgi].field[trtMaximum].value += 1
      #traitcreation[attrAgi] += 1
      isSkill = 0
   endif
   if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"arcane") = 0) then
      hero.child[attrArc].field[trtMaximum].value += 1
      #traitcreation[attrArc] += 1
      isSkill = 0
   endif
   if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"smarts") = 0) then
      hero.child[attrSma].field[trtMaximum].value += 1
      #traitcreation[attrSma] += 1
      isSkill = 0
   endif
   if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"spirit") = 0) then
      hero.child[attrSpi].field[trtMaximum].value += 1
      #traitcreation[attrSpi] += 1
      isSkill = 0
   endif
   if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"strength") = 0) then
      hero.child[attrStr].field[trtMaximum].value += 1
      #traitcreation[attrStr] += 1
      isSkill = 0
   endif
   if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"vigor") = 0) then
      hero.child[attrVig].field[trtMaximum].value += 1
      #traitcreation[attrVig] += 1
      isSkill = 0
   endif

   if (isSkill = 1) then
       perform field[usrChosen1].chosen.field[trtRoll].modify[+,1,"Professional"]
   endif

   perform field[usrChosen1].chosen.assign[Duplicate.Profession]
endif

Honestly, I think that the problem is not the eval script in Professional, but something else that is killing it. I am thinking that it does not kill mine as my thing id is different.

If anything, people can learn a bit from the technique that I used above. For one thing, an example on how to compare things by the name. This is really handy if you only sometimes use something, in my case being that using the Arcane attribute is optional and therefore not always on the character. It would throw an error if it looked for that attribute and it was not there. This way it checks for a match in what the user selected and then does its job. This is great if you make up a list that does custom things.
 
Minor finding, from the new SPC2 the Edge: Scholar (Worm) doesn't appear to have the Source set on it so it's showing up everywhere.
 
Quite recently I updated Hero Lab with the 2nd Edition Superpower Companion Rules for SW. And it itself works quite nicely.

But all the other setting (Solomon Kane, Deadlands:Reloaded etc.) don't even show undersettings although I downloaded them again and the prpgram tells me that the download worked.

Additionally I get this every time I start Savage Worlds (NOT when I start Mutants & Masterminds):

The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

Thing 'edgHSFMGvB', with condition test currently at Initialize/10000 and its earliest possible resolution at Initialize/2100, bootstraps thing 'wpHSFMGvB' which must have its live state resolved by Initialize/2000
Thing 'edgHSFMHMB', with condition test currently at Initialize/10000 and its earliest possible resolution at Initialize/2100, bootstraps thing 'wpHSFMHMB' which must have its live state resolved by Initialize/2000
Thing 'edgHSFMPDA', with condition test currently at Initialize/10000 and its earliest possible resolution at Initialize/2100, bootstraps thing 'wpHSFMPDA' which must have its live state resolved by Initialize/2000
Thing 'edgHSFMQLk', with condition test currently at Initialize/10000 and its earliest possible resolution at Initialize/2100, bootstraps thing 'wpHSFMQmL' which must have its live state resolved by Initialize/2000
Thing 'edgHSFMSTo', with condition test currently at Initialize/10000 and its earliest possible resolution at Initialize/2100, bootstraps thing 'wpHSFMSgT' which must have its live state resolved by Initialize/2000
Thing 'edgHSFMSpL', with condition test currently at Initialize/10000 and its earliest possible resolution at Initialize/2100, bootstraps thing 'wpHSFMSpL' which must have its live state resolved by Initialize/2000
Thing 'edgHSFMXrL', with condition test currently at Initialize/10000 and its earliest possible resolution at Initialize/2100, bootstraps thing 'wpHSFMXRL' which must have its live state resolved by Initialize/2000

So, any idea what is wrong and how I can fix that?
 
SPC2 is working because it's a core setting but all the others won't load because of the one setting you have that is failing, which I believe, based on those names, is High Space. That particular error is addressed in this thread. I thought High Space was fixed, though, so you may just try deleting it and then downloading it again to make sure you get the latest version (or use the fix mentioned in the thread I mention to fix the data file yourself if you are so inclined.)
 
Also, things will not show up under settings if it opens up with any errors. When it does, it disables all but the core stuff and Companions.
 
I believe they are using an old High Space File, I have the new one up and when i download it. it Works fine. They may need to delete the old one and then download the new one from the download tab.
 
SCI-FI Companion: missing vehicle weapons

Posted this in another thread by mistake, but it was meant as a bug report.

The Particle Accelerator vehicle weapons on page 25 of the scifi companion are not available for selection for custom walkers, vehicles, or starships.
 
I have mentioned this on another thread, but thought I would post here.

When you output a Hero Statblock, the Hindrances do not show if they are Major or Minor.

On the PDF, it does have a star by any Major Hindrances, but this, imho, is not very intuitive. (I only realised this today after SeeleyOne mentioned it. I've had HL since just before the Realm Works Kickstarter, and ocasionally wondered what the stars were for...)
 
Actually, it does. It's listed under Power Type. If that's not enough detail, use the Trappings field or add a new Power Type.
Does that cover what you are after?
 
it still comes up as an error not giving you an option to select or imput anything. listing it in trappings doesnt do anything. it use to work having you type something like how Knowledge work but not anymore
 
Actually, it does. It's listed under Power Type. If that's not enough detail, use the Trappings field or add a new Power Type.
Does that cover what you are after?

it works in 2nd ed but not in 1st ed now. i have used it in 1st before fine this seems to be something new. there is no Power Type options. this seems to be the case with other powers that have a type as well.
 
Last edited:
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