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Kendall-DM
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Join Date: Jan 2011
Location: Van Nuys, California
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Old June 16th, 2011, 05:55 PM
I've actually cleaned up Natural Bond by reducing alot of the code. If interested in a cleaner version, here it is.

First/498
Code:
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ If we are within range of our effective druid level.
var bonus as number
bonus = #totallevelcount[] - hero.childfound[cAnimClass].field[CompClLev].value 
bonus = minimum(bonus,3)

~ Add bonus to our companion level.
hero.childfound[cAnimClass].field[CompClLev].value += bonus
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ShadowChemosh
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Old June 17th, 2011, 11:03 AM
Quote:
Originally Posted by Kendall-DM View Post
I've actually cleaned up Natural Bond by reducing alot of the code. If interested in a cleaner version, here it is.
Thank you for this. We will be taking a look at it. It may not make it into 1.5 as just too many changes happened in v3.7 of HL that is slowing me down. But it will make it into 1.6 for sure.

Thanks

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Nigel Fogg The Wayfarer
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Old June 28th, 2011, 04:20 PM
So I downloaded Lawful G 1.5 and upon firing up my current d20 character I got:

Pick 'sWizCAReMD' has been orphaned due to missing thing in batch '117'
Pick 'sWizCAReMD' has been orphaned due to missing thing in batch '127'

Did a "save as" on the character with a different name and the error doesn't happen when I open that new version but does trigger when I re-open the original file.

So is this something I need to fix on my end or is it something that needs to be fixed with LG 1.5?

Sorry to be a fly in the ointment,
Nigel Fogg, aka The Wayfarer
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ShadowChemosh
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Old June 28th, 2011, 05:35 PM
Quote:
Originally Posted by Nigel Fogg The Wayfarer View Post
Pick 'sWizCAReMD' has been orphaned due to missing thing in batch '117'
Pick 'sWizCAReMD' has been orphaned due to missing thing in batch '127'
This is caused by the fact that the Complete Arcane cantrip "Repair Minor Damage" was removed. The idea was that the Spell Compendium version of the spell was the one that was to be used but cantrips are ALWAYS bootstrapped to ALL characters. *sigh*

Will have to work on a better way of doing this in the future maybe by hiding the Thing instead.

Quote:
Originally Posted by Nigel Fogg The Wayfarer View Post
So is this something I need to fix on my end or is it something that needs to be fixed with LG 1.5?
Actually neither. The thing is gone so HL is just letting you know. The Spell Compendium spell is now marked to both Books so that version of the Cantrip will now appear instead. Technically other then the message you should not notice any issues. If you do plz let me know.

Simply make any change to your character and save it again as that will fix it so that HL no longer tells you about the missing cantrip when you open your character.

Sorry about this everyone. Will see if we can work on a better way of doing this in the future.

Hero Lab Resources:
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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
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- d20 HL package volunteer editor.
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Kendall-DM
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Join Date: Jan 2011
Location: Van Nuys, California
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Old November 14th, 2011, 05:07 PM
Quote:
Originally Posted by Kendall-DM View Post
I've actually cleaned up Natural Bond by reducing alot of the code. If interested in a cleaner version, here it is.
I want to first apologize for not thoroughly testing this once I had the fix in place. I apparently only tested it on single class druids, as the ranger and the multi-classed druid were not giving their bonuses to their effective levels. I have now thoroughly tested this, and it appears to work as expected. Originally, I was approaching from the "what level you have to be to get a companions" rather than having your companion have the benefits based on what your druid level can effectively be. In that regard, I was modifying the wrong field. I added some extra coding in case someone took natural bond before they actually took an animal companion (say a low level ranger, or a class that is thinking of multi-classing to an animal companion class).

First/499
Code:
~ If we're disabled, do nothing.
doneif (tagis[Helper.FtDisable] <> 0)
doneif (hero.childlives[cAnimClass] = 0)
doneif (hero.childlives[cAnimComp] = 0)

~ If we are within range of our effective druid level.
var bonus as number
bonus = #totallevelcount[] - hero.child[cAnimClass].field[CompClLev].value - hero.child[cAnimComp].field[CompLevAdj].value
bonus = minimum(bonus,3)

~ Add the bonus to our companion level.
hero.child[cAnimComp].field[CompLevAdj].value += bonus
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mpirunner
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Join Date: Nov 2011
Posts: 3

Old March 6th, 2012, 02:53 AM
Hi,

I have come across this strange behavior in 3.9b + Lawful_G_1.6:
When I enable the "Monster Manual in my hero's config,
the base reflex value of my characters goes up by +2,
which should not happen. Disabling it again brings it back
to the correct value. However the Monster Manual is required
to build characters with non-default races and animal companions.
Could you have a look at this ?

Greetings,
Mathias

Last edited by mpirunner; March 6th, 2012 at 02:56 AM.
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Sendric
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Join Date: Jul 2010
Posts: 3,147

Old March 6th, 2012, 05:00 AM
Quote:
Originally Posted by mpirunner View Post
Hi,

I have come across this strange behavior in 3.9b + Lawful_G_1.6:
When I enable the "Monster Manual in my hero's config,
the base reflex value of my characters goes up by +2,
which should not happen. Disabling it again brings it back
to the correct value. However the Monster Manual is required
to build characters with non-default races and animal companions.
Could you have a look at this ?

Greetings,
Mathias
I'm seeing the same thing. I'll try to take a look at it.

Update: I have found the source of this issue. In the file "MM - Creature types Compiled.user" each type is having its saving throws calculated. I took a look at the Type-Humanoid script and made one change to the bottom of the second eval script:

Code:
  else
    each.field[rFort].value = round(HD/3, 0, -1)
    each.field[rRef].value = round(HD/2, 0, -1)  + 2
    each.field[rWill].value = round(HD/3, 0, -1)
  endif
Text in italics was removed. It appears there are similar scripts for all types. However, not all types are sourced to the Monster Manual.

Bodrin, I believe this is your code. I am not sure if you intended to have it all sourced or not. I also don't know if there was a reason for the +2. Before I go mucking around with it, do you want to take a look or just let me know what you were looking to do here? I don't have a problem with editing it, but I don't want to ruin anything you may have been trying to do here.

Last edited by Sendric; March 6th, 2012 at 06:30 AM.
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LordValerius
Junior Member
 
Join Date: Oct 2011
Posts: 29

Old March 6th, 2012, 03:39 PM
I am having the same issue after realizing that my humans had extra numbers on their reflex saves...Once MM was removed it corrects the error of course, but then my players mounts are hosed.

I really don't want to start fiddling too much with the eval scripts as I will most likely jack something up....

Any advice would be greatly appreciated.

Thanks!

LordV
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bodrin
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Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265

Old March 6th, 2012, 04:00 PM
Quote:
Originally Posted by Sendric View Post
I'm seeing the same thing. I'll try to take a look at it.

Update: I have found the source of this issue. In the file "MM - Creature types Compiled.user" each type is having its saving throws calculated. I took a look at the Type-Humanoid script and made one change to the bottom of the second eval script:

Code:
  else
    each.field[rFort].value = round(HD/3, 0, -1)
    each.field[rRef].value = round(HD/2, 0, -1)  + 2
    each.field[rWill].value = round(HD/3, 0, -1)
  endif
Text in italics was removed. It appears there are similar scripts for all types. However, not all types are sourced to the Monster Manual.

Bodrin, I believe this is your code. I am not sure if you intended to have it all sourced or not. I also don't know if there was a reason for the +2. Before I go mucking around with it, do you want to take a look or just let me know what you were looking to do here? I don't have a problem with editing it, but I don't want to ruin anything you may have been trying to do here.
Not my code. I just started adding the subtypes as text ready for bootstrapping later. I think Lawful_g is the scriptee, however! Maybe nudging in that direction we'll get some insight.

Dormio Forte Somnio


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