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Join Date: Jun 2010
Posts: 623
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I'm still trying to fix a bug in Wild Empathy data. It doesn't display the bonus, so things like Druidic Avenger (which has a -4) is not noted.
I am currently tried to fix this by adding an adjustment, but it won't change the name. I added this code: Code:
<thing id="pFixWELU" name="Fix Wild Empath to live update" description="Fixup Wild Empath to display a special." compset="InPlay" summary="Update Wild Empathy for Druidic Avenger"> <tag group="Helper" tag="NoIncr" name="NoIncr" abbrev="NoIncr"/> <eval phase="Render" priority="10001"><![CDATA[var levs as number ~ If we're not enabled, get out now doneif (field[pIsOn].value = 0) ~ Calculate Wild Empathy 1d20 + Druid Level + CHA mod if (hero.childfound[cDrdWildE].field[xExtraLev].value <> 0) then levs = hero.childfound[cDrdWildE].field[xExtraLev].value + hero.childfound[ cDrdWildE].field[xTotalLev].value if (hero.childfound[varDruAven].field[cvLevel].value <> 0) then levs += -4 endif hero.childfound[cDrdWildE].field[livename].text = "Hi " & levs endif]]></eval> </thing> |
#21 |
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Join Date: Jun 2010
Posts: 623
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Ok more work, mostly working finally.
Code:
<thing id="pFixWELU" name="Fix Wild Empath to live update" description="Fixup Wild Empath to display a special." compset="InPlay" summary="Update Wild Empathy for Druidic Avenger"> <tag group="Helper" tag="NoIncr" name="NoIncr" abbrev="NoIncr"/> <eval phase="Render" priority="1"><![CDATA[~ If we're not enabled, get out n ow doneif (field[pIsOn].value = 0) var debugme as number debugme = 1 var levs as number if (debugme <> 0) then debug "Enabled debug on Fix Wild Empathy" endif ~ Calculate Wild Empathy 1d20 + Druid Level + CHA mod if (hero.childfound[cDrdWildE].field[xTotalLev].value <> 0) then levs = hero.childfound[cDrdWildE].field[xExtraLev].value + hero.childfound[ cDrdWildE].field[xTotalLev].value + hero.childfound[aCHA].field[aBonus].value if (debugme <> 0) then debug "Wild Empathy found levs=" & levs endif if (hero.tagis[ClassVary.varDruAven] <> 0) then levs -= 4 if (debugme <> 0) then debug "Druid Avenger found levs=" & levs endif endif if (hero.childfound[ioSkinKale].field[gIsEquip].value <> 0) then levs -= 6 if (debugme <> 0) then debug "Druid Avenger found levs=" & levs endif endif var pm as string if (levs >= 0) then pm = " +" else pm = " " endif hero.childfound[cDrdWildE].field[livename].text = hero.childfound[cDrdWildE ].field[thingname].text & " 1d20" & pm & levs if (debugme <> 0) then debug "livename changed for Wild Empathy" endif endif]]></eval> </thing> Last edited by risner; September 19th, 2010 at 01:47 PM. |
#22 |
Member
Join Date: Jun 2010
Location: Atlanta
Posts: 65
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I would like to request the same custom magic Item selections as in the Pathfinder hero Lab. I see there is an "Add Custom Scroll" but no other "Add Custom xxxxxxx" like potions, wands and the like.
Thanks! |
#23 |
Senior Member
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Join Date: Feb 2009
Location: Virginia
Posts: 364
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Quote:
Nigel Fogg, aka The Wayfarer. |
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#24 |
Senior Member
Join Date: Jun 2007
Posts: 273
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If you create a new variant class,its not possible to select -None- forthe Will-Save.
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#25 |
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Volunteer Data File Contributor
Join Date: Mar 2007
Posts: 1,245
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In trying to answer someone's question on the forums I have found that monster classes are broken now. I made a test class and got the following error. Same error for all previously made classes.
Attempt to access field 'cSpellExpr' that does not exist for thing 'rPsueTest' Location: 'eval' script for Component 'Totals' (Eval Script '#6') near line 7 - - - Attempt to access field 'cSplBkExpr' that does not exist for thing 'rPsueTest' Location: 'eval' script for Component 'Totals' (Eval Script '#6') near line 8 - - - Attempt to access field 'cSplScExpr' that does not exist for thing 'rPsueTest' Location: 'eval' script for Component 'Totals' (Eval Script '#6') near line 9 |
#26 |
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Join Date: Feb 2009
Location: Virginia
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I don't know if anyone else has encountered this error: " Condition test for thing 'cWlrEndHlp' (PostLevel/10000) is after its bootstraps (PostLevel/10000) " but here's what I'm told by one of my fellow players who uses Hero Lab:
The procedure used: Start Hero Lab Select game system. In this case I selected the d20 system. The error message appears and I select the OK button. The game appears to load properly from there. Any insight what he needs to do to fix this, if anything, would be appreciated. Thanks in advance, Nigel Fogg, aka The Wayfarer |
#27 |
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Join Date: Feb 2009
Location: Virginia
Posts: 364
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Also, I've found a glitch when you select the javelin as a custom magic weapon, in this case a +1 Javelin with the extra enhancement of 'Returning'.
A regular javelin correctly applies a -4 to the Melee Attack scores as per the weapon's description however, the above described magical version does not factor in the penalty. Nigel Fogg, aka The Wayfarer |
#28 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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I don't recognize the Wlr abbreviation as being for any classes from the standard SRD data files. First, try removing all the .user files you've added, and see if the problem goes away (just move them out of the folder).
If that's the case, can you identify which class Wlr is? Once you have identified it, open the d20 files, then move all your files back in. Now, open the editor, and open the class in question. Look through the bootstraps on that class, do any have a Condition set? Check the timing of that condition - First/500 is the only timing that should be used on conditions without a very good reason. I'm guessing that a bootstrap was added with a condition, and the condition was set to a late timing. Once you've changed that timing, save and leave the editor without testing the changes, press ctrl-r for a quick reload (so that the whole set of user files are added together), and see if that fixed the error. |
#29 |
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Join Date: Feb 2009
Location: Virginia
Posts: 364
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Quote:
I've passed your reply along to my fellow player. Hopefully it'll solve his problem. Nigel Fogg, aka The Wayfarer |
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#30 |
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