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Bug Reports - Community Created 3.5 D&D data set

Well, the feat only applies vs mind affecting spells and abilities, I don't know you should fiddle with the base Will save.

If you want to anyway, I'd say make it an activation, and give it this code, around Post-Attr 10000:

doneif (field[hIsOn1].value = 0)

hero.child[vWill].field[Bonus].value -= hero.child[aWIS].field[aModBonus].value
hero.child[vWill].field[Bonus].value += hero.child[aCHA].field[aModBonus].value

As always, no assurances on the code, make sure you test and refine if necessary.
 
Well, the feat only applies vs mind affecting spells and abilities, I don't know you should fiddle with the base Will save.

If you want to anyway, I'd say make it an activation, and give it this code, around Post-Attr 10000:

doneif (field[hIsOn1].value = 0)

hero.child[vWill].field[Bonus].value -= hero.child[aWIS].field[aModBonus].value
hero.child[vWill].field[Bonus].value += hero.child[aCHA].field[aModBonus].value

As always, no assurances on the code, make sure you test and refine if necessary.

No need to refine. Works as is.

Two things. First, to make it an activation, select "Show in Charges List?" and put something in "Charge Effect 1" such as "active" or anything that will let you know what's going on there.

The second is more important. I recommend creating your own .user file (call it anything you want, but I would avoid following the naming convention of the community set for personal files), then use the New (Copy) option to make a copy of the Force of Personality feat. In the Replaces Thing Id box, put the id of the original feat (fForcePers). The reason I suggest this is that if you change the feat in the community file (in this case CAdv - Feats), it will be overwritten with each update and you'll have to do this again. If you create your own file, you won't have to worry about it.
 
Belated reply, but thanks for this, works perfectly. After several permutations the best I could fit in the short charge description was "Only on mind-affect Will saves"

But certainly for NPCs, most Will saves they make will be from mind-affecting spells and abilities, so good to keep on and have the program do the math, while still able to toggle off for other stuff.
 
Master Thrower's weapon focus pre-req weapon focus (any throwing) is always red for me, even after selecting something like, dart, throwing axe, javelin.
 
Hi everyone ,

sorry bothering with that, but is there a simple way to get rid of the reflex +2 bug ?

For example, I've created a first level half-orc barbarian and it starts with Fortitude save +2, reflex save +2 and will save +0

Thanks
 
Hi everyone ,

sorry bothering with that, but is there a simple way to get rid of the reflex +2 bug ?

For example, I've created a first level half-orc barbarian and it starts with Fortitude save +2, reflex save +2 and will save +0

Thanks

um, what reflex bug? I dont see it. when i create a 1st level barbarian, i get +2/+0/+0

What version you running?

EDIT: my bad, i didnt notice the half-orc part. Serves me right to respond to a post when tired. Sorry. Ill shut up now.
 
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Hi everyone ,

sorry bothering with that, but is there a simple way to get rid of the reflex +2 bug ?

For example, I've created a first level half-orc barbarian and it starts with Fortitude save +2, reflex save +2 and will save +0

Thanks

This is actually a problem with the race types incorrectly adding to the saving throws. I had fixed this at one point, but it appears to have creeped back in. I'll figure out the fix then post here what you need to do. Alternatively, you can always use an adjustment to reduce the reflex saving throw by 2.

EDIT:
In the file "MM - Creature types Compiled.user", go into the second eval script for Type - Humanoid, and change the following code:

Code:
  ~ Also do nothing if we don't have racial hit dice
   doneif (herofield[tHitDice].value - herofield[tLevel].value = 0)

to

Code:
  ~ Also do nothing if we don't have racial hit dice
   doneif (tagcount[Classes.Race] = 0)

I'll make this change for the next release.
 
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Hi Sendric,

Thank for the tip. Did you have maybe the line number of the entry to change as there is several entries with

Code:
  ~ Also do nothing if we don't have racial hit dice
   doneif (herofield[tHitDice].value - herofield[tLevel].value = 0)

inside the script?

Thanks

Regards.
 
Hi Sendric,

Thank for the tip. Did you have maybe the line number of the entry to change as there is several entries with

Code:
  ~ Also do nothing if we don't have racial hit dice
   doneif (herofield[tHitDice].value - herofield[tLevel].value = 0)

inside the script?

Thanks

Regards.

The eval script for Type-Humanoid only has this line appear once. This file, however, has it appear many times (it exists for each creature type). Are you looking at it from the HL editor or from a text editor?

If text editor, try line 2061.
 
I've run into an error attempting to create a ninja. The text of it is below:

"Attempt to access non-live child pick 'xSudStrike' from script
Location: 'eval' script for Thing 'cNinSudStr' (Eval Script '#1') near line 11"

I went into editor and looked around...I found the cNinSudStr class special that is bootstrapped to the special xSudStrike, and I understand that it's used to total all the "Sudden Strike" bonuses you get from any source in order to test pre-reqs for other feats and such, but I can't see what the problem might be.

There is a programmers note on the class special that says "Why commented out? Need to check Dread Commando as well about this, since copied from there."

Any thoughts?

Thanks
 
I've run into an error attempting to create a ninja. The text of it is below:

"Attempt to access non-live child pick 'xSudStrike' from script
Location: 'eval' script for Thing 'cNinSudStr' (Eval Script '#1') near line 11"

I went into editor and looked around...I found the cNinSudStr class special that is bootstrapped to the special xSudStrike, and I understand that it's used to total all the "Sudden Strike" bonuses you get from any source in order to test pre-reqs for other feats and such, but I can't see what the problem might be.

There is a programmers note on the class special that says "Why commented out? Need to check Dread Commando as well about this, since copied from there."

Any thoughts?

Thanks

Unfortunately, I'm not able to duplicate the issue. Can you tell me more about the character? Do you have any other classes?

Also, do you have the most recent version of the community set (1.8)? Did you make any changes to it at any point?
 
I checked our laptop, which also has Hero Lab, and could create the ninja there without issue. Sorry that I didn't think to do that before I posted the question.

I couldn't see any files that were different between the two machines, but after an uninstall/re-install on the desktop, the problem is gone.

Thank you for the quick response.
 
I checked our laptop, which also has Hero Lab, and could create the ninja there without issue. Sorry that I didn't think to do that before I posted the question.

I couldn't see any files that were different between the two machines, but after an uninstall/re-install on the desktop, the problem is gone.

Thank you for the quick response.

No problem. Glad its resolved. :)
 
2nd level Wizard spell: Sting Ray

I noticed an apparent error in the 2nd level Wizard spell: Sting Ray.

I don't have access to the source material so I'm unaware if there is something in the book write-up that didn't carry over to the description in the software.

In Hero Lab, the description has an example which says the final DC should be 19. However, that is based on the spell's DC being 16 but the spell's DC should really be 15 (10 + bonus of 3 for the example stat of 16 + 2 for the level of the spell). So the Hero Lab write-up should say the final DC in the example is 18.

Nigel Fogg, aka The Wayfarer :)
 
I noticed an apparent error in the 2nd level Wizard spell: Sting Ray.

I don't have access to the source material so I'm unaware if there is something in the book write-up that didn't carry over to the description in the software.

In Hero Lab, the description has an example which says the final DC should be 19. However, that is based on the spell's DC being 16 but the spell's DC should really be 15 (10 + bonus of 3 for the example stat of 16 + 2 for the level of the spell). So the Hero Lab write-up should say the final DC in the example is 18.

Nigel Fogg, aka The Wayfarer :)

The description in HL matches the source (Spell Compendium), so its a mistake by WotC. That said, its easy enough to fix on my end so I'll make the change.
 
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I have received a report about Ability Focus not being able to select certain abilities (such as the Hexblade's Dire Hex ability). Taking a look at the Ability Focus feat, it appears it selects abilities on the character that have the tag User.PickFocus. This can easily be added to any ability in the editor, for those comfortable with doing so. When you find the ability in the editor (ie Dire Hexblade's Curse is located in Complete Warrior Compile.user in the Class Special tab), click on the Tags button in the upper right corner. Click to add another tag, then in Group Id put 'User' and in Tag Id put 'PickFocus'.

Unfortunately, at this moment, all this will do is make the item selectable. It does not guarantee that the DC of the selected ability will be increased. I need to take a closer look at how the Ability Focus feat is handling that. I will also be working on going through all the classes and making sure all class abilities can be selected so that this feat can be used for anyone. Sorry to have missed this in the last release.
 
Warlock Invocations

I think the warlock class from Complete Arcane is allowing too many invocations. By my count, a 13th level warlock should have three invocations. HL is telling me I have eight available. I popped into the beautifully compiled Complete Arcane file and I think the issue is in the "custom ability count" array.

Warlocks should start with one invocation, then gain additional ones at 6th, 11th and 16th levels.

I'm going to change it appropriately in my data folder, but it might be good to change for future releases.

Thanks,
 
I think the warlock class from Complete Arcane is allowing too many invocations. By my count, a 13th level warlock should have three invocations. HL is telling me I have eight available. I popped into the beautifully compiled Complete Arcane file and I think the issue is in the "custom ability count" array.

Warlocks should start with one invocation, then gain additional ones at 6th, 11th and 16th levels.

I'm going to change it appropriately in my data folder, but it might be good to change for future releases.

Thanks,

Warlocks end with 12 invocations at level 20 the progression, from page 8 of the Complete Arcane, is 1, 2, 4, 6, 8, 10, 11, 13, 15, 16, 18, 20. They start with only being able to pick Least invocations and at levels 6 they can choose Least or Lessor, Greater at 11th, and finally Dark at 16th. So 8 at level 13 is correct, of which you could have a maximum of 2 Greater. You do not have to pick your new invocation from the highest type available so all eight could be least invocations it desired.
 
Warlocks should start with one invocation, then gain additional ones at 6th, 11th and 16th levels.

I think what you're quoting from is where it says "New invocation (least or lesser)" at level 6 in the warlock table. This is meant to indicate the grade of invocation that you are allowed to choose from (least, lesser, greater, dark) not how many invocations you have. So Drakos is correct. You do have 8 known invocations at level 13. At levels 6, 11, and 16, you can start choosing from a higher grade of invocations. Hope this helps.
 
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