• 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 - Version 3.14

Status
Not open for further replies.
Nevermind. My HL crashed, and I really don't know why, but doing the same edit this time around didn't crash it, even though I couldn't restart HL until I had deleted the offending (but same code I have now) from the user XML file.
 
Last edited:
Here it is, completely harmless as far as I can tell, yet it crashed HL on me. I've since recreated the languages, it has exactly the same code, but doesn't crash because of it now. I'm baffled as to what happened.

<thing id="lMerTongue" name="Merchant&apos;s Tongue" description="Typically spoken by peoples throughout Daelund." compset="Language" replaces="lCommon" uniqueness="unique">
<containerreq phase="PreLevel" priority="5000">!Settings.HouNoComm</containerreq>
</thing>
<thing id="lDruar" name="Druar" description="Typically spoken by subterranean peoples in Daelund." compset="Language" replaces="lUndercomm" uniqueness="unique"></thing>
 
We're stuck with the existing Ashvawg Tamer, I'm sorry to say - it was originally added to Hero Lab before Variant Classes were added to Hero Lab, and I'd rather not have two copies floating around in different tabs.
 
We're stuck with the existing Ashvawg Tamer, I'm sorry to say - it was originally added to Hero Lab before Variant Classes were added to Hero Lab, and I'd rather not have two copies floating around in different tabs.

Thanks for the quick answer.

I have devised a little user file to take care of this, I'll try to send it to the community files caretakers.
 
How can I do racial spellcasting with domains?

1 - I have applied the Helper.RaceSecSpl & SecClsAllw.WhateverDomain to the race, which causes the racial spells tab to have a secondary spells button, but when you click on it the list is populated by every spell from every list, 6000+ spells! When you click out of the window the following error pops up:

Attempt to access field 'cSplScExpr' that does not exist for thing 'Totals'
- - -
Empty candidate tagexpr specified for field 'cSplScExpr' on pick 'Totals'

2 - I have also tried doing an eval script to set the field on the Totals thing (since I can't seem to find a thing that is responsible for the Racial Spells tab). Code below:

Pre-Attributes 100
hero.child[Totals].field[tSplScExpr].text = "sClass.Destruct & TRUE"

This does adjust the text of the field, but does not actually define the list of secondary spells.

3 - A third tack I am thinking of involves applying tags like those applied to the Cleric Class Helper. How can one transition through code to assign a tag to the Racial Spells tab? I can't find a Thing that seems to link to it.
 
Arcane Familiar intelligence???

The Arcane Familiar races don't seem to be setting the INT ability as per the SRD correctly.

Bat Base stats
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4

Hero Lab Stats
Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 4

This is occuring on all the animals too not just Bats.
 
The Arcane Familiar races don't seem to be setting the INT ability as per the SRD correctly.

Bat Base stats
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4

Hero Lab Stats
Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 4

This is occuring on all the animals too not just Bats.

D&D 3.5 Player's Handbook, page 53: "Int: The familiar's intelligence score. Familiars are as smart as people, though not necessarily as smart as smart people."

Thus, they would get the same baseline INT of 10 as regular people.

That's my guess as to the reason HL does it that way & I'm sticking to it. :p

Nigel Fogg, aka The Wayfarer
 
D&D 3.5 Player's Handbook, page 53: "Int: The familiar's intelligence score. Familiars are as smart as people, though not necessarily as smart as smart people."

Thus, they would get the same baseline INT of 10 as regular people.

That's my guess as to the reason HL does it that way & I'm sticking to it. :p

Nigel Fogg, aka The Wayfarer

No look at the table for familiars here
http://www.d20srd.org/srd/classes/sorcererWizard.htm#familiars

Note masters level 1st 2nd familiar INT = 6 a smarter version of an animal but not as smart as an intelligent person.
Masters level 9th to 10th for an INT 10 familiar!
I call bug sirrah.:)
 
No look at the table for familiars here
http://www.d20srd.org/srd/classes/sorcererWizard.htm#familiars

Note masters level 1st 2nd familiar INT = 6 a smarter version of an animal but not as smart as an intelligent person.
Masters level 9th to 10th for an INT 10 familiar!
I call bug sirrah.:)

Hey, what do you know! The table on page 53 of the D&D 3.5 Player's Handbook also has a familiar's INT start at 6 when it's master is 1st level. Maybe next time I'll look at the entire page. :o

Thus, I concur with Bodrin's finding of a bug. :)

Nigel Fogg, aka The Wayfarer
 
What are secondary spells exactly? Does that just mean racial spells (above and beyond class spellcasting)?

I've been able to get racial spells working the way I want them to, but I'm not sure it's what you are trying to do, since I'm not sure what is meant by secondary spells.
 
Status
Not open for further replies.
Back
Top