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Ahh...that explains it. I suppose that does make for a better fix. I may take a look at that tomorrow. Thanks.
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Familiar Intelligence
Any chance we as end users can fix this in the Editor or are we stuck with the annoying validation message until it's fixed?
I still get the validation error with familiar's INT defaulting to 10. Thanks! LordV |
I'm not clear on what the error is, could you explain or else link to another post if you've already posted about it?
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Hey Aaron, thanks for responding....Here is the only info I could find on it, from one of your earlier posts....info not pertinent to my question removed from quote.
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LordV |
As a workaround, decrease the INT of a familiar once you select it until it won't go lower and then it will be set properly from then on, even as you level.
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Thanks for the info Mathias, but was more concerned with the annoying validation error because I can't get the Int below 6....Yes, the program still works with the validation error...Just me being anal. =)
LordV |
The INT of the familiar of a 1st level character is 6. Why are you trying to take it lower?
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My guess is it most likely has to do with one of the custom add-ons installed like Lawful_G or something...but I'm not sure which one yet... |
Yes - the core files don't have that. The add-on should also be changing the type that's assigned to familiars - they become magical beasts, and are therefore no longer subject to the INT 1-2 restriction that applied when it was still an animal.
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Speaking of which, the horse got 2 stat increases as I leveled up at the early stages but stopped after that. My paladin is currenlty 18th level. Is there someting in the Monster Manual I've overlooked about magical creatures only getting two increases or is this a glitch specific to a paladin's warhorse? Nigel Fogg, aka The Wayfarer. |
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From what I can tell in my limited knowledge, the error must be in the Monster Manual add-on...When I open MM-Compiled.user and look at the entry for rmToad2, I am assuming it needs to have some form of eval script to have it change the toad's type upon becoming a familiar, and to my utter frustration, I just don't have the HL scripting skillz to hammer that out. Anyone have an idea of what needs to be added? Or am I on the wrong track here? Thanks! LordV |
I believe that validation rule is in the Animal type that is part of the community files.What needs to be done is to go into the eval rule, and add that it should be valid if the hero has a tag stating they are a familiar or paladin's mount.
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I understand that you all don't have the time to constantly do these things for those of us who are lesser in their knowledge of the scripting, but if anyone could give an example of how that particular script might look, I think those of us who need it, could run with it. I hope. Once again, I apologize for not being a script master and I hope everyone understands. Thank you. LordV |
an example, if you will:
If you open up the MM - Creatures Types Compiled file in your editor, go to the Type-Animal entry under the specials tab. Open up the eval rules and add the following code: Code:
validif (hero.isminion <> 0) |
hero.isminion
is only asking how you added this character - it's a 1 if this character was added as a minion of another character, like an animal companion or a familiar, and 0 if it's a top-level character, which would normally be how you'd enter a monster. However, it's also = 1 for a guard dog or a warhorse bought on the Other tab, and in those cases, you do want to enforce the INT <= 2 rule. There are specific hero tags for animal companion and familiar - keep looking. You'll want to look in the Develop menu...Show Hero Tags while you're looking at a familiar and then at an animal companion, and compare those lists to a warhorse bought on the Other tab, and to an animal that's added as a plain old monster. |
Thanks, Mathias. I had done that (quickly), but I hadn't accounted for my own stupidity. I saw "CompIs.cPalMount", but couldn't do anything with it because I read it as an "L" instead of an "I".
Anyway, here's the real fix: Code:
~ We are also valid if we are a familiar or Paladin's Mount |
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Now, how long until LawfulG update 1.7 hits the streets? :p Nigel Fogg, aka The Wayfarer |
Thanks
I for one, appreciate that you guys do your best to help those of us who don't have the time in our lives to dedicate to learning this scripting language....and I am sure at times, it must drive you all crazy having folks like me needing/wanting our HL to function a certain way, but don't have the skills to make it happen...
Thank you for your help. It really is appreciated. That being said, I've done my best to incorporate the fix you have suggested, adding it in a couple different spots within the 3 eval rules for the Type-Animal in the user file and each time when compiling, getting an error indicating that "the script does not support the '@valid' special symbol so the use of validif is illegal" message. Not sure if it is because I've added it in the wrong area of the eval script or what. There are no extra characters within the fix and I've cut/pasted it into the eval script and insured it is correct in it's format... LordV |
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So, first thing is please double check that you are adding it to eval rule instead. If that doesn't work, then I might need you to send the file, or attach it here or something. As far as "driving us crazy", I, for one, don't mind at all. I like trying to figure out these problems even though my grasp on the scripting language is tenuous at best. |
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Nigel Fogg, aka The Wayfarer |
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I had to redo my work laptop from Vista to Win7 and then reload all my development tools and do all the windows updates. So that is done and I am starting to catch up on my 2nd client's work over the last two weekends. So if things go good this weekend I may finally be back on schedule. Which means d20 1.7 will be my first HL project I will be working on again. So *hopefully* a few weeks is right. |
Hey, thanks for the info Sendric....and you are correct, I was mistakenly trying to put it within the eval script...I corrected that but when I put it into the eval rule, it gives me the statement that the specified thing is already in use and must be removed...
Ok, so I remove the familiar toad and it still states the same error, so not sure if it is trying to make me remove ALL of anything with the type Animal...if that's the case, I will live with the annoying validation message and wait for the fix....I DM a game with a party of eight, all with personal mounts, one with a familiar and one with an animal companion. Not about to remove all of that, just to have to add it all again, just to get rid of a validation error. Thank you very much for taking the time to explain it to me. LordV |
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I'm getting several skills from d20Modern or Spycraft showing up alongside the normal skills. This happened after I downloaded cheeseweasel's files. Is this skill list in these files and how do I turn it off?
Hatred and Tyranny domains are not calling up domain spells. |
Major bug in the files with regard to Flying. I've noticed that you changed xFly by replacing it with xFly2, so that you can call the CalcValue earlier (at First/100). Unfortunately, now alot of other things no longer work, especially if they are related to level. What comes to mind is Favored Soul, which checks it's level at Post-Levels/10000 then assigns flying speed and maneuverability. Which unfortunately needs to be done before the CalcValue call. xFly2 should be added as a separate ability, and not overwrite the original xFly.
As I understand it, the CalcValue call will find that there is no tag assigned, and will shut down xFly as a special ability. Even if later I add a speed, etc. |
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I think I was moving away from using tags because of the annoyance I had with Darkvision... CalcValue only takes tag values into account, so the intention was to convert the value of the bootstrapped tags early and then manipulate the FIELD value in later scripts. I don't think I got around to adjusting other scripts though, so you may just want to move the CalcValue call to later phases/priorities
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I noticed a bug with Fleshgrinding in the MIC - Weapon Power file. The pre-reqs should be Piercing or Slashing. It was set to P and S. To fix this I modeled it after the Keen power. It will be included in 1.8.
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I think this bug has been picked up already but I'm not sure.
I'm still very new to this so I could be wrong, but I don't think so. Selecting Elf as a race is adding +2 to Reflex saves, which is incorrect. It also happens when I select Elf, Gray as a race, so it may be an issue with all the Elven subtypes, but I'm not sure. For now I have just made a manual adjustment to the save, but it is obviously something that needs to be fixed. Thanks, Olaf the Stout |
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Would this be the cause of the issue? Olaf the Stout |
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Hmmm, I tried making a new character after updating the community data set, but the issue was still there.
However, after I updated the latest official update to Hero Lab the problem was solved. Not sure why, but as long as it works that's all I really care about! :) Olaf the Stout |
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