Junior Member
Join Date: Jun 2011
Location: Canberra, Australia
Posts: 10
|
Quote:
Anyone know any workarounds? The workaround is to run data file debugging OFF LOL Last edited by KarlM; May 19th, 2012 at 06:51 AM. Reason: Discovered workaround 30 secs after posting |
|
#201 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
|
Occassionally I have this problem. I create a new thing, and for some reason or another, it doesn't recognize the unique id, calling it invalid. I have no idea why it ends up doing this, I usually have to start from scratch on the thing I'm creating to make it work, which is annoying. Again, I can't seem to reproduce this reliably, it just seems to happen spontaneously and for no real reason. I make a thing, and it comes back with an invalid unique id error. This is the first image.
Then I duplicate it and give it a totally unique id, where it still continues to call it invalid. Essentially, unless I delete it, it is totally useless. Any idea why that keeps happening (rarely)? Forgot to mention, I can't just save the thing and reload everything. While this is going on, I can't save anything I do, I have to delete the entry completely, and restart the whole program. Funny thing is, I save things when I create their id and Test Now, which worked just fine, so the entry for this thing (rThoqqua) is there in the list, and I can load it as a copy, but it's completely empty of data (as I saved it originally). When I save the thing now, it saves, but it doesn't overwrite anything. It just reports no error on saving, only when I hit Test Now. Far as I can tell, it's not saving either. Super glitch! Last edited by Kendall-DM; May 24th, 2012 at 10:23 AM. |
#202 |
Senior Member
Join Date: Dec 2011
Posts: 100
|
Are there any plans to add Psicrystal support to the d20 SRD system?
|
#203 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
|
Quote:
|
|
#204 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
|
Found another bug, Far Shot is not correctly being applied to thrown weapons. It is giving the range increment a multiplier of 1.5 (the same as projectile weapons) when it should be doubling it for thrown weapons.
|
#205 |
Senior Member
Volunteer Data File Contributor
Join Date: Feb 2009
Location: Virginia
Posts: 364
|
Quote:
Nigel Fogg, aka The Wayfarer Last edited by Nigel Fogg The Wayfarer; July 24th, 2012 at 05:58 AM. |
|
#206 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
|
Ah, I did a search for Far Shot, this didn't come up for some reason.
|
#207 |
Senior Member
Volunteer Data File Contributor
Join Date: Feb 2009
Location: Virginia
Posts: 364
|
Quote:
I had hoped they'd been resolved by now but when I went to update my "back up" fighter for the current 3.5 campaign that I'm in, I saw that wasn't the case & then you, Kendall-DM, posted your observation on one of the two issues. So hopefully this'll get the notice of 'The Powers That Be' and fixes will be put into place. Nigel Fogg, aka The Wayfarer Last edited by Nigel Fogg The Wayfarer; July 24th, 2012 at 10:32 AM. |
|
#208 |
Member
Join Date: Apr 2011
Posts: 77
|
The pre-made Human Zombie Commoner seems to have no HP displayed, is this due to the lack of any Constitution? In the box defining its' Hit Point value, the number is present, but do the program does not seem to recognize it, thereby using the Tactical Console to subtract HP does not function correctly.
I've tried to make a level one human commoner and then add the Zombie template, but the Zombie template does not seem to be available. Building a "Custom Race" from scratch works as a short term fix, but is there no way to remedy the issue? It's totally possible to subtract from 0 the damage dealt the Zombies, and as undead are graced no negative 10 HP, it's not the biggest problem in the world. Anyone have a file with the Zombie Template fixed or a Human Zombie Race created? Edit: Found that I had some files not selected in the Configure Hero screen. Was able to use the Zombie Template and all stats are correct, so no help needed. Maybe it has just been a while since the Undead.stock has been updated? Last edited by McQ; August 10th, 2012 at 12:37 AM. |
#209 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
|
Found another bug, didn't find it in a search so I'm posting it. It appears that magical shield spikes are experiencing the "live state" problem with its parent. It is resolving the a script I don't have access to before the parent pick has been resolved. You can easily test this by putting masterwork shield spikes on a shield and getting the error.
|
#210 |
|
|