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Pathfinder Community Standards....

Tip#7

When doing a Pre-Req for validation script for Feats be sure we are using the macro #featlevelcount[] instead of #levelcount[]. This allows classes that "Count As" the class to select these feats still. In example if a class "counts as fighter" for purposes of feats we need to correctly take that into account.

For some of the 3PP stuff like Ultimate Psionics you should be calling a procedure like so:
Code:
var classcheck as string
var levels as number
classcheck = "Cryptic"
call PUPreReqs
validif (levels >= 6)

Went through what I could find in the 3PP stuff and changed the macros to #featlevelcount[]. So another 'FYI' for the future. :)
 
Tip#8

We don't ever "delete" something from a Pack. If it went live at some point with this 'Thing ID' we need to deprecate it NOT delete it. Deleting can break the Pack or guaranteed to cause someones character to toss errors about a Missing Thing. Then I have get emails, PMs, Message Posts about the error. Meaning it causes me time to "support" this. :(

What we want to do is add the Thing ID to the *HIDDEN tab and then move the XML into the file called "- Deprecated Things.user". If a Pack does not have this yet then create it new.
 
Little fun thing I found with GitHub. When writing your comment for a commit if you list "#1" that will auto reference your commit vs Issue #1. Even more crazy is if you write "Fix #1" that not only will GitHub auto-link to the issue but it will even "close" the issue out as it was fixed. :eek:
 
Little fun thing I found with GitHub. When writing your comment for a commit if you list "#1" that will auto reference your commit vs Issue #1. Even more crazy is if you write "Fix #1" that not only will GitHub auto-link to the issue but it will even "close" the issue out as it was fixed. :eek:

More information here.
 
For those of you with apple devices I found a free app called "CodeHub" that will load on both iPad and iPhone. It allows for view events and information on GitHub. Also lets you answer and create new topics.

It has a little faster and nicer look then the website does.
 
Everyone please start wrapping up any stuff your doing. LW will be releasing an official update any day now. I plan to release not longer after. That will give us the opportunity to test against the latest version to see if anything broke.

So make sure all changes you want out in the next release is committed to GitHub. Thanks! :)
 
Everyone please start wrapping up any stuff your doing. LW will be releasing an official update any day now. I plan to release not longer after. That will give us the opportunity to test against the latest version to see if anything broke.

So make sure all changes you want out in the next release is committed to GitHub. Thanks! :)
So new Pathfinder version is out and it appears to NOT have broken a single Pack. I am actually shocked. :D

Most likely I will be putting out a release this Sunday March 29th.

Thanks for every ones hard work this month!
 
What is this strange words you have said. Not broken???? :)
LOL No doubt! :p


Poison!
So if no one else noticed Poisons and Diseases and stuff have become a new type of Thing in HL. They are now Hazards. So I added a new Generic "Injury" poison called thingid.hzCBPoiInj in the Basic Pack. This is left with almost no settings beside being Poison, Injury, and calc DC from Con. All OTHER settings you set at the time you bootstrap. This means we have a even newer method of using Poisons. So we no longer should make a new poison up per monster.

For example of in-use see the Deadfall Dweller in the GM Pack. To see all the "settings" (fields & tags) please go to the "Race->Hazard" tab. You can then bootstrap hzCBPoiInj and set all the settings you need.

So again lets not make up a new custom Poison for each monster. This will become important as we start to add the Psionic Bestiary. This holds true for uses Frumples Diseases (These maybe should become a hazard) or Breath Weapons. We have generic versions that you bootstrap and set the settings.
 
FYI, Hazards can be used for poisons, diseases and curses.

I designed them for use with the Advanced Bestiary since a bunch of creatures in there allow you to select different kinds of those afflictions. That required maximum flexibility, but with that come increased complexity.

If anyone has any questions about the new component, feel free to ask.
 
FYI, Hazards can be used for poisons, diseases and curses.

I designed them for use with the Advanced Bestiary since a bunch of creatures in there allow you to select different kinds of those afflictions. That required maximum flexibility, but with that come increased complexity.

If anyone has any questions about the new component, feel free to ask.
Sweet Thanks! I asked LW years ago to add something like this. It makes so much sense especially that I can set the settings/tags on the bootstrap. Meaning I don't need to make a new "custom" Thing for every monster in the world. :)
 
Data File Authoring
  • Added the #custspeciallevelcount[CLASS] macro, which is intended to work like #featlevelcount but for custom specials. It counts both Classes tags and the three tag groups mentioned above and should be used for expr-reqs for custom special abilities. The precise expansion of the macro is included below.
So make sure everyone sees this change. This means any an Expr-Req scripts on Custom Class Specials the #levelcount[] macro needs to be changed over to this new #custspecialevelcount[]. Do not use this anywhere but a Expr-Req script or it won't compile.

So as people see these please change them in the 3PP Pack as that has the most classes...
 
So any Pack that has custom skills tosses large errors as soon as the new Unchained Consolidated skills option is turned on. :(

Not finding any fixes. Plus trying to get Psioncs skills like autohypnosis to work with Unchained logic is not going well.

Thinking with these issues I am not getting this out today. :(
 
I am going to try and get out the next release today June 6, 2015 or Sunday June 7th. So if we can do no more commits until Monday I would appreciate it. :)
 
11.7 breakes the Packs so I will be putting out the next release tommorrow night. So finish up any changes tonight or early tomorrow plz. And please don't make any changes after say 6pm CST. :)
 
Because of GenCon and other issues I will need to put out the release "before" LW does. So this weekend will be the next release of the community Packs.
 
Because of GenCon and other issues I will need to put out the release "before" LW does. So this weekend will be the next release of the community Packs.
I am starting the creation of the Packs. Please don't update GitHub until I am done! Thanks!

P.S. - I am going to be at GenCon on Thursday/Friday all day. Is anyone else going and want to maybe meet up or something? If so email or PM me. Thanks! :)
 
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