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Bug Reports - Version 3.14

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I'm still trying to fix a bug in Wild Empathy data. It doesn't display the bonus, so things like Druidic Avenger (which has a -4) is not noted.

I am currently tried to fix this by adding an adjustment, but it won't change the name.

I added this code:
Code:
  <thing id="pFixWELU" name="Fix Wild Empath to live update" description="Fixup
Wild Empath to display a special." compset="InPlay" summary="Update Wild Empathy
 for Druidic Avenger">
    <tag group="Helper" tag="NoIncr" name="NoIncr" abbrev="NoIncr"/>
    <eval phase="Render" priority="10001"><![CDATA[var levs as number

~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Calculate Wild Empathy 1d20 + Druid Level + CHA mod
if (hero.childfound[cDrdWildE].field[xExtraLev].value <> 0) then
     levs = hero.childfound[cDrdWildE].field[xExtraLev].value + hero.childfound[
cDrdWildE].field[xTotalLev].value
     if (hero.childfound[varDruAven].field[cvLevel].value <> 0) then
          levs += -4
     endif
     hero.childfound[cDrdWildE].field[livename].text = "Hi " & levs
endif]]></eval>
    </thing>

Please help, it's been weeks since the last post.
 
Ok more work, mostly working finally.

Code:
  <thing id="pFixWELU" name="Fix Wild Empath to live update" description="Fixup
Wild Empath to display a special." compset="InPlay" summary="Update Wild Empathy
 for Druidic Avenger">
    <tag group="Helper" tag="NoIncr" name="NoIncr" abbrev="NoIncr"/>
    <eval phase="Render" priority="1"><![CDATA[~ If we're not enabled, get out n
ow
doneif (field[pIsOn].value = 0)

var debugme as number
debugme = 1

var levs as number

if (debugme <> 0) then
     debug "Enabled debug on Fix Wild Empathy"
endif

~ Calculate Wild Empathy 1d20 + Druid Level + CHA mod
if (hero.childfound[cDrdWildE].field[xTotalLev].value <> 0) then
     levs = hero.childfound[cDrdWildE].field[xExtraLev].value + hero.childfound[
cDrdWildE].field[xTotalLev].value + hero.childfound[aCHA].field[aBonus].value
     if (debugme <> 0) then
          debug "Wild Empathy found levs=" & levs
     endif
     if (hero.tagis[ClassVary.varDruAven] <> 0) then
          levs -= 4
          if (debugme <> 0) then
               debug "Druid Avenger found levs=" & levs
          endif
     endif
     if (hero.childfound[ioSkinKale].field[gIsEquip].value <> 0) then
          levs -= 6
          if (debugme <> 0) then
               debug "Druid Avenger found levs=" & levs
          endif
     endif
     var pm as string
     if (levs >= 0) then
          pm = " +"
     else
          pm = " "
     endif
     hero.childfound[cDrdWildE].field[livename].text = hero.childfound[cDrdWildE
].field[thingname].text & " 1d20" & pm & levs
     if (debugme <> 0) then
          debug "livename changed for Wild Empathy"
     endif
endif]]></eval>
    </thing>

I'm not sure how to modify Wild Empathy to apply an item's -6 penalty. When I put negative levels in xExtraLevs (to offset it) HL stops displaying Wild Empathy. Any fix for that? Otherwise I detected if the item is being worn, and if so apply in my fix the -6 penalty.
 
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I would like to request the same custom magic Item selections as in the Pathfinder hero Lab. I see there is an "Add Custom Scroll" but no other "Add Custom xxxxxxx" like potions, wands and the like.

Thanks!
 
I would like to request the same custom magic Item selections as in the Pathfinder hero Lab. I see there is an "Add Custom Scroll" but no other "Add Custom xxxxxxx" like potions, wands and the like.

Thanks!

I've had to "make due" with using the editor for creating wands and gems ( gems being much lighter than carrying around all those coins. ;) ) so I agree with you, it would be so much nicer to just be able to click on a "Add Custom Item" and then perhaps select scroll, wand, rod, staff, amulet, etc. from a drop-down list akin to what one does when making a magical weapon.

Nigel Fogg, aka The Wayfarer.
 
In trying to answer someone's question on the forums I have found that monster classes are broken now. I made a test class and got the following error. Same error for all previously made classes.

Attempt to access field 'cSpellExpr' that does not exist for thing 'rPsueTest'
Location: 'eval' script for Component 'Totals' (Eval Script '#6') near line 7
- - -
Attempt to access field 'cSplBkExpr' that does not exist for thing 'rPsueTest'
Location: 'eval' script for Component 'Totals' (Eval Script '#6') near line 8
- - -
Attempt to access field 'cSplScExpr' that does not exist for thing 'rPsueTest'
Location: 'eval' script for Component 'Totals' (Eval Script '#6') near line 9
 
I don't know if anyone else has encountered this error: " Condition test for thing 'cWlrEndHlp' (PostLevel/10000) is after its bootstraps (PostLevel/10000) " but here's what I'm told by one of my fellow players who uses Hero Lab:

The procedure used:

Start Hero Lab
Select game system. In this case I selected the d20 system.
The error message appears and I select the OK button.
The game appears to load properly from there.


Any insight what he needs to do to fix this, if anything, would be appreciated.

Thanks in advance,
Nigel Fogg, aka The Wayfarer
 
Also, I've found a glitch when you select the javelin as a custom magic weapon, in this case a +1 Javelin with the extra enhancement of 'Returning'.

A regular javelin correctly applies a -4 to the Melee Attack scores as per the weapon's description however, the above described magical version does not factor in the penalty.

Nigel Fogg, aka The Wayfarer
 
I don't recognize the Wlr abbreviation as being for any classes from the standard SRD data files. First, try removing all the .user files you've added, and see if the problem goes away (just move them out of the folder).

If that's the case, can you identify which class Wlr is?

Once you have identified it, open the d20 files, then move all your files back in. Now, open the editor, and open the class in question.

Look through the bootstraps on that class, do any have a Condition set? Check the timing of that condition - First/500 is the only timing that should be used on conditions without a very good reason. I'm guessing that a bootstrap was added with a condition, and the condition was set to a late timing.

Once you've changed that timing, save and leave the editor without testing the changes, press ctrl-r for a quick reload (so that the whole set of user files are added together), and see if that fixed the error.
 
I don't recognize the Wlr abbreviation as being for any classes from the standard SRD data files. First, try removing all the .user files you've added, and see if the problem goes away (just move them out of the folder).

If that's the case, can you identify which class Wlr is?

Once you have identified it, open the d20 files, then move all your files back in. Now, open the editor, and open the class in question.

Look through the bootstraps on that class, do any have a Condition set? Check the timing of that condition - First/500 is the only timing that should be used on conditions without a very good reason. I'm guessing that a bootstrap was added with a condition, and the condition was set to a late timing.

Once you've changed that timing, save and leave the editor without testing the changes, press ctrl-r for a quick reload (so that the whole set of user files are added together), and see if that fixed the error.

Thanks Mathias,

I've passed your reply along to my fellow player. Hopefully it'll solve his problem.

Nigel Fogg, aka The Wayfarer :)
 
Amulet of Mighty Fists should add damage to natural weapons as well as unarmed attacks. At the moment, it only adds to unarmed attacks.
 
Thrown Weapons and the Feat: Far Shot

The Feat: Far Shot increases the range increment of a projectile weapon, such as a bow, by a multiple of 1.5 and for a thrown weapon the range increment should be increased by a multiple of 2.

For the Net and Javelin specifically, and I suspect other thrown weapons as well, HL is using the projectile muliplier when it should be using the thrown multiplier (x2).

Keep up the good work,
Nigel Fogg, aka The Wayfarer
 
Not sure if this is a bug or not, but while entering Powers from Complete Psionic, I discovered that if you set the Psion Discipline to 'None' rather than '- None -' it will appear on the Wilder power list even if its set to Psion...this created duplicate entries in the Wilder power list which is why I noticed it.
 
The Feat: Far Shot increases the range increment of a projectile weapon, such as a bow, by a multiple of 1.5 and for a thrown weapon the range increment should be increased by a multiple of 2.

For the Net and Javelin specifically, and I suspect other thrown weapons as well, HL is using the projectile muliplier when it should be using the thrown weapon multiplier (x2).

Keep up the good work,
Nigel Fogg, aka The Wayfarer

Hi Mathias,

Since you are reading/responding to postings I was wondering if this will be fixed in the next update? :)

& is there another update in the works?

Thanks in advance,
Nigel Fogg, aka The Wayfarer :)
 
Badger and Dire Badger are missing their Burrow Speeds.... I looked at them in the editor, both have xBurrow bootstrapped and a Value tag, but neither is being shown because the Value field is 0 (according to looking in the HL "Show Selection Fields")....

Both of these are very old. I suspect maybe something changed in the timing from when they were first added to now. You might want to look at any other old monsters with burrow or other speeds.
 
Also, I've found a glitch when you select the javelin as a custom magic weapon, in this case a +1 Javelin with the extra enhancement of 'Returning'.

A regular javelin correctly applies a -4 to the Melee Attack scores as per the weapon's description however, the above described magical version does not factor in the penalty.

Nigel Fogg, aka The Wayfarer

Originally Posted by Nigel Fogg The Wayfarer
The Feat: Far Shot increases the range increment of a projectile weapon, such as a bow, by a multiple of 1.5 and for a thrown weapon the range increment should be increased by a multiple of 2.

For the Net and Javelin specifically, and I suspect other thrown weapons as well, HL is using the projectile muliplier when it should be using the thrown weapon multiplier (x2).



Another weapon-related glitch to add to the javelin one above and my earlier report about the Feat 'Far Shot' not working properly with weapons that are thrown. I'm sure you guys haven't forgotten and that those will be fixed in the next update. ;)

My Paladin has a magical longsword in his primary hand and magical shortsword in his off-hand. He does not have the Two Weapon Fighting Feat. The appropriate check boxes have been checked.

While the proper penalties for "to hit" and the "number of attacks: three for primary hand and one for the off-hand weapon" are being displayed on screen, they are not being reflected on the printed character sheet. The PDF, print preview & actual printed character sheet all still show three attacks at full value for both weapons.

Hoping this is in time to be added to the next update,
Nigel Fogg, aka The Wayfarer :)
 
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My Paladin has a magical longsword in his primary hand and magical shortsword in his off-hand. He does not have the Two Weapon Fighting Feat. The appropriate check boxes have been checked.

While the proper penalties for "to hit" and the "number of attacks: three for primary hand and one for the off-hand weapon" are being displayed on screen, they are not being reflected on the printed character sheet. The PDF, print preview & actual printed character sheet all still show three attacks at full value for both weapons.
If you don't have TWF feat the only way to have HL print the TWF attacks is to check mark "Always Print 2-Weapon Attacks". This is at the bottom of Configure Your Hero under "Output Options".
 
If you don't have TWF feat the only way to have HL print the TWF attacks is to check mark "Always Print 2-Weapon Attacks". This is at the bottom of Configure Your Hero under "Output Options".

Well, what do you know about that...it does. Of course, it shows all possible combinations. Wonder why the software doesn't just "look" to see if the weapon that has the off-hand box checked is the same weight category as the primary weapon, a greater weight or a Light weapon and then just display the applicable values. I guess it's so you'll have all of the numbers just in case you play "mix & match" partway through the game.

Thanks for pointing it out. :)

I'll now go back to holding my breath on the matters of the javelin penalty not being applied if the javelin is magical, that the correct muliplier being used for thrown weapons when a character has the Far Shot Feat and my ancient complaint about magical horseshoes & mounts wielding weapons. ;)

Nigel Fogg, aka The Wayfarer :)
 
Ranger level 5 with a Wisdom of 17 (+3 bonus), but I'm only being allowed 1 spell.

(I chose 4 levels Ranger, 5 levels of a PrC, and then 1 additional level of Ranger, if that makes any difference in troubleshooting.)

Let me know if you need additional info.
 
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I created an animal companion (a hawk). Decided I wanted to choose a different animal type.

Deleted the companion. Pressed the "Chose an animal companion" button and the same animal (the hawk) appeared again. I cannot get rid of this damn hawk now. :)

Let me know if you need additional info.
 
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