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BardMorgan
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Old January 21st, 2007, 05:43 AM
We use a house rule that spell casters do not need to pre-memorize spells, but rather use a spell-slot system. The number of spells remains the same, but the specific spell does not need to be pre-specified.

Is it possible to edit HeroLab data files to reflect this and print out a block of how many spells rather than the list of spells?

Thanks,

Morgan
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BardMorgan
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Old January 25th, 2007, 07:05 PM
Any chance of getting an answer on this from support? This isn't exactly what I'd consider a timely response so far.

Morgan
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rob
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Old January 25th, 2007, 08:50 PM
At 06:43 AM 1/21/2007, you wrote:
Quote:
Is it possible to edit HeroLab data files to reflect this and print out a block of how many spells rather than the list of spells?
If I'm understanding correctly, I believe the answer is "yes" - at least, once you have the editable spellcaster release that we're pushing to get out by tomorrow night. Basically, you want wizards to behave as spontaneous casters, just like Sorcerers, right?

Assuming I'm understanding correctly, you would start by creating a new class based on the built-in Wizard class. Then you would modify the new class to behave a bit differently. This would involve changing the behavior of spells and changing the tab panel to correspond to the different behavior, too. I don't believe it would be hard to do.

Disclaimer: It's possible that I've either misunderstood something in your question or overlooked something on our end that will have Colen kill me tonight. I know that Colen and I have discussed this being possible by the time all editing is in place, but it's possible an important feature required to do this easily will be missing from tomorrow night's release and not available until next week. So it will be possible, but it's not in yet, and should be available in one of the next two releases. :-)

-Rob
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rob
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Old January 25th, 2007, 09:27 PM
At 08:05 PM 1/25/2007, you wrote:
Quote:
Any chance of getting an answer on this from support? This isn't exactly what I'd consider a timely response so far.
Sorry. This last week was brutal. We had a major surprise dropped in our laps that put us way behind on a bunch of stuff, most notably keeping up with the forums here.

Mea culpa,
Rob
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BardMorgan
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Old January 27th, 2007, 09:31 AM
Thanks for taking the time. Perhaps next time at least an acknowledgment of the issue would be good. A short note saying we're looking into it and we'll answer when we have an answer for it. Everyone gets busy from time to time, and that's understandable, but no one likes to feel their question is ignored

Thanks again and I look forward to the next release.

Morgan
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Colen
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Old February 9th, 2007, 10:20 AM
At 06:43 AM 1/21/2007, you wrote:
>We use a house rule that spell casters do not need to pre-memorize
>spells, but rather use a spell-slot system. The number of spells
>remains the same, but the specific spell does not need to be pre-specified.
>
>Is it possible to edit HeroLab data files to reflect this and print
>out a block of how many spells rather than the list of spells?


Hi,


Yes, this is now possible with Hero Lab. To do this for the Ranger,
you'd do the following:


Open the editor and create a new file.
Go to the "Class Helper" tab, click "New (Copy)", and choose the Ranger.
Change the unique id of your object to "newranger" or something similar.
In the "Replaces Id" box, enter "cHelpRgr". This means that your new
ranger will replace the old one.
Scroll down the list of items until you see "Spellcaster Type".
Change this from "Memorized" to "Unrestricted".
Save the file and splice in the new "Ranger" thing.


Now you can add as many spells as you want to the ranger - these are
the spells he "knows". If you switch to the Spellcasting tab, you can
now cast Ranger spells just like a Sorcerer would.


Hope this helps,




--
Colen McAlister (colen@wolflair.com)
Chief Engineer, Lone Wolf Development
http://www.wolflair.com/
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BardMorgan
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Old February 12th, 2007, 04:13 PM
Quote:
Originally Posted by Colen
At 06:43 AM 1/21/2007, you wrote:
Yes, this is now possible with Hero Lab. To do this for the Ranger,
you'd do the following:


Open the editor and create a new file.
Go to the "Class Helper" tab, click "New (Copy)", and choose the Ranger.
Change the unique id of your object to "newranger" or something similar.
In the "Replaces Id" box, enter "cHelpRgr". This means that your new
ranger will replace the old one.
Scroll down the list of items until you see "Spellcaster Type".
Change this from "Memorized" to "Unrestricted".
Save the file and splice in the new "Ranger" thing.


Now you can add as many spells as you want to the ranger - these are
the spells he "knows". If you switch to the Spellcasting tab, you can
now cast Ranger spells just like a Sorcerer would.


Hope this helps,
Colen,

Thanks for the info. I tried this and I'm not sure what went wrong, but now HeroLab crashes when loading the d20 set. It references an error file, the contents of which are:

Code:
C:\Program Files\HeroLab\HeroLab.exe
1.0.g 107
ACCESS VIOLATION
Address: 0x0042e4e9
Type: bad write
Not sure what to do to fix this, but any assistance would be appreciated. Do I need to revert to the standard d20 files? If so, how do I go about doing that?

Thanks again,

Morgan
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rob
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Old February 12th, 2007, 05:24 PM
At 05:13 PM 2/12/2007, you wrote:
Quote:
Not sure what to do to fix this, but any assistance would be appreciated. Do I need to revert to the standard d20 files? If so, how do I go about doing that?
That's not good. I'll flag this to Colen's attention right now.

The quickest solution is to simply delete the data file that you created and then also delete the file "core.hlz" from the d20 data folder. If you want to retain your changes (probably a good idea if you have more than 5 minuets work in the file), simply move your data file out of the d20 folder and into someplace else (but still delete the "core.hlz" file). When you next load HL, you should be back in business.

Hope this helps,
Rob
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Colen
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Old February 13th, 2007, 05:09 PM
At 05:13 PM 2/12/2007, you wrote:

>Colen wrote:
>At 06:43 AM 1/21/2007, you wrote:
>Yes, this is now possible with Hero Lab. To do this for the Ranger,
>you'd do the following:
>
>
>Open the editor and create a new file.
>Go to the "Class Helper" tab, click "New (Copy)", and choose the Ranger.
>Change the unique id of your object to "newranger" or something similar.
>In the "Replaces Id" box, enter "cHelpRgr". This means that your new
>ranger will replace the old one.
>Scroll down the list of items until you see "Spellcaster Type".
>Change this from "Memorized" to "Unrestricted".
>Save the file and splice in the new "Ranger" thing.
>
>
>Now you can add as many spells as you want to the ranger - these are
>the spells he "knows". If you switch to the Spellcasting tab, you can
>now cast Ranger spells just like a Sorcerer would.
>
>
>Hope this helps,
>
>
>Colen,
>
>Thanks for the info. I tried this and I'm not sure what went wrong,
>but now HeroLab crashes when loading the d20 set. It references an
>error file, the contents of which are:
>
>Code:
>
>C:\Program Files\HeroLab\HeroLab.exe
>1.0.g 107
>ACCESS VIOLATION
>Address: 0x0042e4e9
>Type: bad write
>
>
>Not sure what to do to fix this, but any assistance would be
>appreciated. Do I need to revert to the standard d20 files? If so,
>how do I go about doing that?


Hi there,


The crash definitely shouldn't be happening. Can you email me the
file that's causing the problem (and any other files you've been
editing, in case they contribute to the problem) to
colen@wolflair.com so I can have a look at it?


Thanks,



--
Colen McAlister (colen@wolflair.com)
Chief Engineer, Lone Wolf Development
http://www.wolflair.com/
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BardMorgan
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Join Date: Jan 2007
Posts: 23

Old February 13th, 2007, 08:08 PM
Colen,

Unfortunately, I had already followed Rob's instructions for clearing the problem. If it happens again, I'll send you the files. Do you need just the edited file or any other files?

Thanks again,

Morgan
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