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Domain Devotion Feat |
The Extra HD class is brilliantly helpful, but I've noticed it doesn't calculate CR as it should for various creature types.
I imagine most of the work would have to be done to the actual creature types in the MM - Creature Types Compiled.user file -- then nodded to in the Extra HD file -- but what would the eval code be for fractionally increasing CR instead of one-to-one? |
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CRs for animals, magical beasts and monstrous humanoids increase by one every three HD, and for dragons, outsiders and non-associated class levels it is one CR increase for every two HD, or levels. |
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if (character type = animal, magical beast or monstrous humanoid) then |
Sounds good. I'm a journalist, not a programmer, but I'll start trying to figure out the code for it.
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I thought it may be that the race types needed to be tweaked, since the BAB and saves are already called from them.
I wonder if a script setting CR as HD/4 on the plant type, for example, would do the trick? |
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~ Add appropriate CR |
Evil Glare is included as Cleric 7; it's supposed to be Cleric 4
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Great, I'll give that a shot this evening.
Thanks, |
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Thanks, |
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This has probably already been addressed, but in Spell Comp Domains.usr, the Undeath Domain needs the fExtraTurn bootstrap added.
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I don't know if these are bugs or I am just doing something wrong, but I recently downloaded the 3.5 data set from cheeseweazel and I am have the following problems:
I have a Lvl1 Spellthief/Lvl 4 Wizard (Conjurer) I am trying to enter into Hero Lab. I have turned on all of the non-region specific books including Unearthed Arcana. 1) My Conjurer has the Immediate Magic class variant feature from the PHB2 which swaps out the ability to get a familar with an Immediate Magic ability dependant upon your subclass. This does not appear as a class variant option under Varaints and I don't see how to turn it on. 2) She has the Wizard class variant from Unearthed Arcana (Pg 59) that gives her bonus fighter feats instead of bonus Wizard feats (including swapping out Scribe Scroll for a fighter feat). This variant does not appear on the class variant list and I can't seem to turn it on. Though oddly I see the Wizard Class variant that lets you take an animal companion instead of a familiar from the same source. 3) She has the 2nd level spell Heart of Air from the Complete Mage in her spellbook, but this does not come up as an option when I go to add spells to her spellbook in Hero Lab. Does anyone know anything about these issues? |
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Update: Ok, took a look. These items have not been implemented. It appears none of the PHB2 variant options have been done. Unearthed Arcana was not fully implemented by LW, and some stuff was added by the community, however, this one appears to have fallen through the cracks. As for spells from Complete Mage, only spells A-B have been done. One of the things I'm going to be doing soon is going through several sourcebooks and checking to see what is done and what is missing. I'll add these items as requested additions, but I'm still looking for contributors so it might be a while before we see any major additions. |
Hello all, new to HL and this forum--these 3.5 files are great, must have taken a lot of work.
One question on Force of Personality Feat - "You add your Charisma modifier (instead of your Wisdom modifier) to Will saves against mind-affecting spells and abilities." I see the author comments in the editor say "Add a script that calculates this bonus. (situational, ignored) Chk, does this apply all the time or is it a choice? As in, if Cha is lowered below the Wis, do you take a penalty or is the higher bonus applied? (ignored)" Personally I'd say it applies all the time, not a turn on/off ability thing, but s a trained state of mind even in the very rare ocassion it might go negative (and that probably makes for easier coding). I'm not a programmer, just fiddled a bit with some of these with some success--anyone know how you could code this to use Cha vice Wis for the Will save? |
Well, the feat only applies vs mind affecting spells and abilities, I don't know you should fiddle with the base Will save.
If you want to anyway, I'd say make it an activation, and give it this code, around Post-Attr 10000: doneif (field[hIsOn1].value = 0) hero.child[vWill].field[Bonus].value -= hero.child[aWIS].field[aModBonus].value hero.child[vWill].field[Bonus].value += hero.child[aCHA].field[aModBonus].value As always, no assurances on the code, make sure you test and refine if necessary. |
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Two things. First, to make it an activation, select "Show in Charges List?" and put something in "Charge Effect 1" such as "active" or anything that will let you know what's going on there. The second is more important. I recommend creating your own .user file (call it anything you want, but I would avoid following the naming convention of the community set for personal files), then use the New (Copy) option to make a copy of the Force of Personality feat. In the Replaces Thing Id box, put the id of the original feat (fForcePers). The reason I suggest this is that if you change the feat in the community file (in this case CAdv - Feats), it will be overwritten with each update and you'll have to do this again. If you create your own file, you won't have to worry about it. |
Belated reply, but thanks for this, works perfectly. After several permutations the best I could fit in the short charge description was "Only on mind-affect Will saves"
But certainly for NPCs, most Will saves they make will be from mind-affecting spells and abilities, so good to keep on and have the program do the math, while still able to toggle off for other stuff. |
Master Thrower's weapon focus pre-req weapon focus (any throwing) is always red for me, even after selecting something like, dart, throwing axe, javelin.
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Hi everyone ,
sorry bothering with that, but is there a simple way to get rid of the reflex +2 bug ? For example, I've created a first level half-orc barbarian and it starts with Fortitude save +2, reflex save +2 and will save +0 Thanks |
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What version you running? EDIT: my bad, i didnt notice the half-orc part. Serves me right to respond to a post when tired. Sorry. Ill shut up now. |
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EDIT: In the file "MM - Creature types Compiled.user", go into the second eval script for Type - Humanoid, and change the following code: Code:
~ Also do nothing if we don't have racial hit dice Code:
~ Also do nothing if we don't have racial hit dice |
Hi Sendric,
Thank for the tip. Did you have maybe the line number of the entry to change as there is several entries with Code:
~ Also do nothing if we don't have racial hit dice Thanks Regards. |
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If text editor, try line 2061. |
Hi Sendric,
I finally managed to edit it through Hero Lab and it works great. You're amazing :D Regards |
I've run into an error attempting to create a ninja. The text of it is below:
"Attempt to access non-live child pick 'xSudStrike' from script Location: 'eval' script for Thing 'cNinSudStr' (Eval Script '#1') near line 11" I went into editor and looked around...I found the cNinSudStr class special that is bootstrapped to the special xSudStrike, and I understand that it's used to total all the "Sudden Strike" bonuses you get from any source in order to test pre-reqs for other feats and such, but I can't see what the problem might be. There is a programmers note on the class special that says "Why commented out? Need to check Dread Commando as well about this, since copied from there." Any thoughts? Thanks |
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Also, do you have the most recent version of the community set (1.8)? Did you make any changes to it at any point? |
I checked our laptop, which also has Hero Lab, and could create the ninja there without issue. Sorry that I didn't think to do that before I posted the question.
I couldn't see any files that were different between the two machines, but after an uninstall/re-install on the desktop, the problem is gone. Thank you for the quick response. |
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2nd level Wizard spell: Sting Ray
I noticed an apparent error in the 2nd level Wizard spell: Sting Ray.
I don't have access to the source material so I'm unaware if there is something in the book write-up that didn't carry over to the description in the software. In Hero Lab, the description has an example which says the final DC should be 19. However, that is based on the spell's DC being 16 but the spell's DC should really be 15 (10 + bonus of 3 for the example stat of 16 + 2 for the level of the spell). So the Hero Lab write-up should say the final DC in the example is 18. Nigel Fogg, aka The Wayfarer :) |
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I have received a report about Ability Focus not being able to select certain abilities (such as the Hexblade's Dire Hex ability). Taking a look at the Ability Focus feat, it appears it selects abilities on the character that have the tag User.PickFocus. This can easily be added to any ability in the editor, for those comfortable with doing so. When you find the ability in the editor (ie Dire Hexblade's Curse is located in Complete Warrior Compile.user in the Class Special tab), click on the Tags button in the upper right corner. Click to add another tag, then in Group Id put 'User' and in Tag Id put 'PickFocus'.
Unfortunately, at this moment, all this will do is make the item selectable. It does not guarantee that the DC of the selected ability will be increased. I need to take a closer look at how the Ability Focus feat is handling that. I will also be working on going through all the classes and making sure all class abilities can be selected so that this feat can be used for anyone. Sorry to have missed this in the last release. |
Warlock Invocations
I think the warlock class from Complete Arcane is allowing too many invocations. By my count, a 13th level warlock should have three invocations. HL is telling me I have eight available. I popped into the beautifully compiled Complete Arcane file and I think the issue is in the "custom ability count" array.
Warlocks should start with one invocation, then gain additional ones at 6th, 11th and 16th levels. I'm going to change it appropriately in my data folder, but it might be good to change for future releases. Thanks, |
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