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d20 Dataset Project....

going to grab dropbox when I get back from work.

for now I'll stick to the remaining Races of the Wild material, until that is 100% finished.
 
One thing I was thinking about today. There seems to be a lot of "I need this class feature, so I'll make it" going on. So you end up with a ton of different "Poince" abilities (xLionPoun, xLeopPoun, xPounce, xTigPoun) instead of one ability that is used by all by setting tags and the scripts in the pounce retrofit itself.

Including things like I'm doing (setting xSumm to the text of the ability so it isn't just generic but I can use the ability in multiple creatures.)

I also see a lot of "+2 XYZ" specials when many of them could be coded to use tags to take what they do?

Am I off base here?
 
nope, you are right on target. Specific projects would help this.

I'd be willing to fix all the issues, if someone would be willing to compile the list. I'm totally the wrong person to do a compilation type thing.

Fix the issues is defined as merge as many separate abilities into one ability as possible, and inject flavor text from the separate abilities into the one ability.

This includes things like making things that should take into account other abilities, do so.
 
Hey chiefweasel, the pdf on how to set up the auto updates has disappeared from your website. I got a 404 when I clicked on it today.
 
Sorry about that, I was doing some clean up of the files and it got caught up with the rest. I have replaced it so you should be able to view it now.
 
Hey All,

Something to keep in mind as I had this question from different places today. The import process we use can NOT* delete files from the end users systems. This I am pretty sure is a safety feature so that we could not release a malicious import file that deletes peoples custom .user files.

The only option we have is to send out a empty .user file that will overlay the existing name of the .user file.

So something to keep in mind about your Naming of files or attempting to merge files together that we will still be left with an empty .user file in your d20 folder. And that once you select a name for a .user file its very important that it does not change.



*Now for those that are very observant when doing a Import their is a switch that says "Delete files not changed". If a end-user did actually click on that option and do the import all .user files are first deleted and then the import files are written fresh. The issue here is two fold. One we have to count on the end person doing this and two if they have any custom .user files they will be blown away.
 
*Now for those that are very observant when doing a Import their is a switch that says "Delete files not changed". If a end-user did actually click on that option and do the import all .user files are first deleted and then the import files are written fresh. The issue here is two fold. One we have to count on the end person doing this and two if they have any custom .user files they will be blown away.

So if everyone were to move their own custom files first, then tick the box to delete, then put the custom files back, any files not updated would be gone?

Probably best just to keep it as easy as possible, rather than complicating the process to much!
 
Just stumbled upon this thread, and figured I would offer up my services to help test the files out if you need anyone. I game with a group of 8 guys and we use both Pathfinder and D&D 3.5... we game 2x a month and would be willing to try out your files for Hero Lab
 
Just stumbled upon this thread, and figured I would offer up my services to help test the files out if you need anyone. I game with a group of 8 guys and we use both Pathfinder and D&D 3.5... we game 2x a month and would be willing to try out your files for Hero Lab
Awesome I could sure use the help. When you get the chance send me an email to shadowchemosh(at)yahoo(dot)com and we can talk. Basically it will come down to installing release 1.2 and then I can send you the updated files that you then just place in your herolab\data\d20 folder and if it already exists then let it over write it.

Then just testing out the new class or new things to see if it matches to the rules as you know them.

Thanks
 
An update on what I am up to, I have been working on the Core Monster Powers and Core Races Mods files to make them more.... elegant? I guess that would be the word. Anyway.

So I am going through and doing that via many new User tags to define things like Poison Damage, etc. Eventually I hope to redo the Ability Focus feat so that you can actually select things to get a +2 DC.

I have also entered in a few new races - Demon (Retriever), Basilisk, Basilisk (Greater), Wraith, and maybe a few others before I am done...

Also some updates to the Draconian races from Dragons of Krynn, and miscelaneous other updates in other monster races as I go through and update things to the new system.
 
I've got three projects I'm working:
1) Updating several core abilities (like Wild Shape) to account for the various Wild Shape modifications (Frozen Wild Shape, Master of Many Forms, etc) and to allow a user selectable form that bootstraps all things into the user and removes all things from the user that Wild Shape strips (gaze attacks etc). This involves looking at all breath weapons and gaze to make sure they identified. I'm targeting this to 1.3.

2) A lot of new material used in several character as I enter them into HL. Also targeted to 1.3.

3) A complete audit and overhaul of all specials, removing duplicates, and coding "generic" specials (like +X to skill Y) and having the race bootstrap the generic with fields specifying the skills and values including modifying the text of the ability to display the specific information the user expects to see. I'm targeting this to 1.4.
 
Uh, How far are you on number 3? Because I am also doing that right now.

And when should we put out the next set anyway?
 
Also, in redoing the races from the base program I have a question I would like people's advice on.

Some types, like Plant, Undead, and Construct have a laundry list of Immunities. Do you think it would be better to roll them all into a single special called "Whatever Immunities"? As it is now they are all individually bootstrapped which is causing some crowding on the Specials tab. On the other hand, people who print out character sheets won't have all the immunities listed out, in case they forget what things Undead are unaffected by...

What do you all think?
 
Uh, How far are you on number 3? Because I am also doing that right now.

And when should we put out the next set anyway?

On 3, I'm mostly in planning. Right now I have a few issues and a couple things I'm releasing (or plan to) in 1.3 dataset that uses a special and programs the special with custom text from a script (to modify the text) in the object that bootstrapped the special.

I'm actually looking at how do I insure a character with two different copies of the object, if there is trouble with identifying the one this object bootstrapped. For example, if I load say Death Attack that worked slightly different between Assassin and a race, how do I make sure if they are both bootstrapping the same special thing id, which one came from the race and needs the modification? I'm looking at tagging it with a special User.X tag and looking for that tag. Is there a better way? Like a this_thing->this_thing_bootstrap to get the specific one?

My friend is looking thru all specials and compiling a list of "likely combinable" object (like +2 enchantment and +2 conjuration can be combined and modify the text to say enchantment or conjuration depending on the thing that bootstrap'd it needs.)
 
Some types, like Plant, Undead, and Construct have a laundry list of Immunities. Do you think it would be better to roll them all into a single special called "Whatever Immunities"? As it is now they are all individually bootstrapped which is causing some crowding on the Specials tab. On the other hand, people who print out character sheets won't have all the immunities listed out, in case they forget what things Undead are unaffected by...

What do you all think?

How about option three.

There is value to doing separate bootstraps. Other abilities can look for "am I immune to stunning?" for instance. They would need to be coded to look for one object (if separate) or many objects (if combined)

So I prefer bootstrapping a bunch of separate abilities, hidden, and then bootstrapping Plant Immunities and make sure it's text includes the hidden objects (like immune to crit hits)

Either way, the onscreen display needs to be able to accommodate viewing all the immunities as well as the printed version (if they are combined into Plant Immunities)
 
I need another week or so on the changes I have for 1.3 that are not currently in Dropbox. Is that too long?

I also think we need some .por files in the release info, that demonstrates complex characters that we can use to audit the code doesn't break. Good idea?
 
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