Senior Member
Join Date: Jul 2010
Posts: 3,147
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#391 |
Senior Member
Join Date: Dec 2011
Posts: 100
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I'm not sure if this should be mentioned here, or if it would be a bug at all, but I've been noticing a lot of problems with my NPC's qualifying for prestige classes because of pick requirements and the lack of HasFeat tags.
For example the Favored Soul gets proficiency with a weapon at first level and weapon focus with that weapon at third. However, even though the weapon focus tag is being broadcast to the weapons, the HasFeat tag is not being generated so the Favored Soul doesn't qualify for prestige classes that require weapon focus, such as Pious Templar. The other side of this is that several prestige classes have pick requirements either using the Pick-req to specify a specific feat (for example: Occult Slayer, Dread Pirate or Frenzied Berzerker), or the Pre-req with specifications like: Code:
@valid = pickexists[fQuickDraw] My latest is a grizzled crusader turned hellreaver who is hunting after the party. The intention was to use Stone Power to gain temporary HP every round so he could last longer against the over powered PC's. Stone power states, "can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability" and even though the HasFeat tag is present, the "Power Attack required" still shows up under the validation. |
#392 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
Update: Resolved this issue. Also updated the Weapon Specialization ability to match. Quote:
Quote:
Update: OK, I lied. Apparently there is a downside to switching from the #hasfeat look-up to the pick-req. Feats that count as another feat (such as Stone Power for Power Attack) won't qualify with the pick-req method. Lesson learned. This issue is fixed for Power Attack. Thanks for the reports. Last edited by Sendric; October 28th, 2015 at 09:16 AM. |
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#393 |
Junior Member
Join Date: Aug 2015
Posts: 23
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Not sure if this is working as intended but my sorcerer/incantatrix seems to have manifested a bunch of additional level 0 spells, specifically:
They appear greyed out in the spellcasting tab, and print with the abilities printout. Last edited by saturn082; October 28th, 2015 at 11:50 AM. |
#394 |
Junior Member
Join Date: Dec 2014
Posts: 11
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Hey Sendric- I uninstalled Hero Lab, did a clean reinstall, reloaded only the most recent community files, now everything is working. Thanks for your willingness to lend a hand!
Last edited by bryandet; October 28th, 2015 at 08:44 AM. Reason: It isn't clear what I'm responding to |
#395 |
Senior Member
Join Date: Dec 2011
Posts: 100
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Sendric, I was going to ask how you bootstrap something (like a feat) and "silence" it, but if you're having problems with it, it may be beyond my crude skills.
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#396 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Quote:
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#397 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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I never even got that far, actually. Once I took a look at it, I realized my mistake in moving feat pre-reqs to pick-reqs. In any case, I was going to start with the Helper.FtDisable tag, though I think that leaves the feat grayed out so it may not have been ideal anyway.
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#398 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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If these are 0-level cantrips from the community set that uses Helper.Obsolete tag then this is fixed in the next d20 release. I discovered this same issue this last weekend. It has to do with the fact that they where bootstrapped at one time and so exist inside the .por file. You can use the .por file as a test when you get the Beta version to make sure the issue is fixed.
Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
#399 |
Junior Member
Join Date: Oct 2015
Posts: 19
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There's a calculation issue with two weapon fighting when using two of the same weapon that are stacked.
For example, a single throwing axe in primary hand, I have +7 melee/+7 ranged. If I equip a second axe in that same stack, I still have +7 melee/+7 ranged. If I equipment 1st axe from one stack, and 2nd from a different stack, it properly calculates +5 melee/+5 ranged. I may not have explained that well. I could do screen shots if necessary. EDIT: Oh, I see what's happening. When I equip 1st and 2nd in a stack of axes, it assumes I'm wielding a single axe with both hands, not an axe for each hand. So, perhaps not a bug. Last edited by paulh; October 30th, 2015 at 05:00 PM. |
#400 |
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