• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Bug Reports - Community Created 3.5 D&D data set

Yes, the Ki straps are from the MIC pg 113.
The extra stunning feat is from Complete Warrior pg 98
Ability focus feat is from the Monster Manual 1 pg 303

Thank you for taking the time to look into this. I very much appreciate it.

Thanks for the info. A lot of stuff from MIC is missing scripts to perform their actual functions. I'll make sure to bump this item to the top of the list.
 
Regarding the Chosen Foe feat from Drow of the Underdark, it appears whoever entered this used their own summaries instead of those provided by the book. I've fixed this one, but I'm not going to change the others at this time. I may do this at a later date.
 
Breaking this up into three separate bugs, and putting all notes concerning them here.

Ki straps don't change the DC or the times a day.

Fixed for next release. There was no script. Added one to indicate the higher DC in the livename.

The extra stunning feat doesn't change the DC or the times a day.

Fixed for next release. The script's timing was incorrect. Moved it to Post-Attributes/5001 so that it occurs after Stunning Fist feat eval script. I also added in to this script to modify the name so that will appear correct as well.

Also, I have been able to get around it but I also can't get the feat "ability focus" to select stunning fist.

This is a known issue, and one that is on my to-do list.
 
Last edited:
I'm not sure if I'm posting in the right place or not. However the "Dread Pirate" class has the prereq of the skill Profession: (Sailor). However the community content didn't include that skill. I can do the "other" for profession and fill it in, however it doesn't recognize it when I select Dread Pirate.

Sorry. Just noticed this as I was perusing the thread. I'll add this skill and the pre-req for the next release.

Edit: The skill is there, but it is sourced to Legends of the Twins. I'll update this so that it's always available.
 
Probably because it's a situational it isn't actually classed as a bug but I thought I'd mention it just in case.

The improved skirmish feat isn't adjusting the skirmish ability displayed on the scout with its extra bonus AC and DAMAGE if a move of 20' is made.

It only appears in the feat description table.

I can't remember if the append text macro is used in the D20 system either.
 
Probably because it's a situational it isn't actually classed as a bug but I thought I'd mention it just in case.

The improved skirmish feat isn't adjusting the skirmish ability displayed on the scout with its extra bonus AC and DAMAGE if a move of 20' is made.

It only appears in the feat description table.

I can't remember if the append text macro is used in the D20 system either.

I don't believe there is an append text macro either. There also isn't situational modifers in d20. However, I could possibly use the charge effect to modify the text when its active.
 
The function "compare" doesn't seem to be working in the d20 system. I get some very strange results from:

Code:
    if (compare(C1thing,C2thing) = 1) then
     C1thing = C1thing & "ation" 
    elseif (compare(C1thing,C3thing) = 1) then
     C1thing = C1thing & "mutat"
    endif

With this, when C1thing = C3thing, it adds "ation" to the end of C1thing, but nothing happens when C1thing = C2thing.

This code, which should effectively be the same, works as intended:

Code:
    if (C1thing = C2thing) then
     C1thing = C1thing & "ation" 
    elseif (C1thing = C3thing) then
     C1thing = C1thing & "mutat"
    endif

Probably not a big deal, but I thought I would mention it.
 
Sendric, you should always use either <> 0 or = 0 when testing with compare(). You cannot be certain that the number returned will = 1, just that it will either be 0 or be something other than 0.

number compare(string str1, string str2)
Compare the two strings str1 and str2. If the strings are identical, the value 0 is returned. If str1 would appear before str2 in an alphabetical sort (based on the ASCII code of each character), a value less than 0 is returned. If str1 would appear after str2 in an alphabetical sort, a value greater than 0 is returned. Note that all uppercase characters are sorted before lowercase characters
 
Sendric, you should always use either <> 0 or = 0 when testing with compare(). You cannot be certain that the number returned will = 1, just that it will either be 0 or be something other than 0.

Ah. Well, that certainly explains it. Thanks.

Though, I feel I should point out that in your Pathfinder scripting 104, you say:

"compare(A, B)
TRUE/FALSE - this will return the number 1 if A and B are identical (capitalization counts), and 0 if they are not."

Maybe that's just for Pathfinder, but its why I was using "= 1"
 
Incorrect Animal Companion effective HD

I was working up character concept as follows:
Barbarian (Beast Totem and Mad Dog) 2
Rogue (Survivalist) 3
Cleric 1

I chose feat Boon Companion
The animal companion shows up as a 6 HD creature until I add the Animal domain to the cleric. Then HL drops it to a 4 HD creature. If I remove the domain, it jumps back to 6 HD.
 
I was working up character concept as follows:
Barbarian (Beast Totem and Mad Dog) 2
Rogue (Survivalist) 3
Cleric 1

I chose feat Boon Companion
The animal companion shows up as a 6 HD creature until I add the Animal domain to the cleric. Then HL drops it to a 4 HD creature. If I remove the domain, it jumps back to 6 HD.

Thank you. I believe what you are looking for, though, is the Pathfinder bug report thread, found here: http://forums.wolflair.com/showthread.php?t=24976.
 
I have been working on developing a Psion and I don't see where the Psion Discipline Powers are showing. I am working on an Egoist and don't have the Thicken Skin given.

Also I don't see anywhere to add gems. Would that just be custom gear?
 
I have been working on developing a Psion and I don't see where the Psion Discipline Powers are showing. I am working on an Egoist and don't have the Thicken Skin given.

I don't follow. I added a level of Psion - Egoist to my portfolio, looked in the power list and found Thicken Skin. It's listed with the other powers. If you are still having trouble, can you let me know what exactly you have done so far?

Also I don't see anywhere to add gems. Would that just be custom gear?

Yes. Use custom gear for gems. You could create specific gems in the editor if you want, but gems are typically not held for very long so its not usually worth the effort.
 
Sorry I was looking at the Psion wrong. I was mistakenly thinking that the disciplines were like cleric domains. You are right it is there.

I did however find that the Deflection Field Psion-Egoist 1 description in the summary of Spells & Powers, not the full description print out, comes up with the description for Deaden Blow. On the full description version it prints out correctly. And actually has the fullest printout of the powers that I have.
 
Sorry I was looking at the Psion wrong. I was mistakenly thinking that the disciplines were like cleric domains. You are right it is there.

I did however find that the Deflection Field Psion-Egoist 1 description in the summary of Spells & Powers, not the full description print out, comes up with the description for Deaden Blow. On the full description version it prints out correctly. And actually has the fullest printout of the powers that I have.

Ah yes, I had the summary wrong. That's what I get for duplicating. Thanks for reporting this. It's been fixed for the next release.
 
Probably because it's a situational it isn't actually classed as a bug but I thought I'd mention it just in case.

The improved skirmish feat isn't adjusting the skirmish ability displayed on the scout with its extra bonus AC and DAMAGE if a move of 20' is made.

It only appears in the feat description table.

I can't remember if the append text macro is used in the D20 system either.

After taking another look at this I am wondering if the effort required to put this in effect is worth the reward. I could put in some charge effects associated with the Skirmish (AC) ability that would improve the AC by the listed amount depending on whether you moved 10' or 20'. I could also put in a script that modifies the Skirmish damage bonus if you move 20'. If people think this would be useful, I'll put it in. Personally, I'm not sure it would really improve things or just muddle them up.
 
No sources

Greetings,

I just loaded the 1.10 release and now no user defined sources will load. I had a lot of my own custom files that conflict with some of the new ones, but I removed them and am having the same problems. How can I roll back or fix this?

Thanks,
 
Back
Top