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Version 5.3 of the d20 System data files are now available!

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I honestly don't know. I know they where not equip-able in Pathfinder but maybe they where in d20 so you can pick which was the Primary attack and which the 'secondary' attack? I don't recall doing anything in the area of weapons so not sure why this would suddenly change. :(

Probably just my memory being wonky then. Thanks.
 
Can you provide some examples or .user files that have this issue? I can't duplicate it and that is not how it was intended to work. In example add a Ring of Three wishes and you get "only" 3/uses to display on the In-Play tab.
Make a wizard and add a familiar. Go to the In-Play tab and you will see not only that the check-boxes for a familiar exist, but it has a 0/0 charges as well. At least that is what is happening with mine. Maybe it doesn't occur for magic items, but it is for non-magical item things.

You are correct. But I don't remember go anywhere near BaseWep component that I recall during the last update. So I don't know why this suddenly changed. :(
Not sure if it pre-existed your changes or not. I do recall it was working correctly at one point. Maybe something to inform Colen about, might be a code level change.
 
Fix Notes for v5.4:

1) I found the "Unarmed Strike" incorrect damage bug and backtracked it to a change I did 5/27/2014 to fix the "Size Change" adjustment. Its fixed now and will be in the next release.

2)
When loading the Angel, Solar up as a new character, I get this error message:
Attempt to access transaction pick from script when no transaction context exists Locaion: ‘creation’ script for Component ‘BaseWep’ near line 17
I have looked into this issue and found its not an issue in the d20 files. The issue is that the community bootstrapped magic weapons to the Solar race. This causes the error to get tossed. I even tested this in Pathfinder and I get the exact same issue. Non-Natural weapons should not be bootstrapped to a race (Mathias has said this many times also). The better way is to correctly create a .por file for the monster and give it its "default" weapons and other gear. This allows others to easily customize a race for there games. Next step is to then move the .por file into a .stock file that can be distributed in the community download. This then would allow the "Hero Lab" encounter builder to find the race and import it even. Sense the "gear" is not bootstrapped a GM could then remove/change the gear easily then.

3) I made changes so that 0 charge abilities with the "Helper.ShowCharge" tag no longer display on the "In-Play" tab. I do recommend that Things should not be set with the "Helper.ShowCharge" if you don't actually have any charges to display.
 
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Could be something to look into as an HL bug. As reported in the community set, there is a rule in the Monster Manual that does not seem to be getting properly handled with regards to Natural attacks.

From MM, pg 6:
A creature’s primary attack damage includes its full Strength modifier (1-1/2 times its Strength bonus if the attack is with the creature’s sole natural weapon) and is given first. Secondary attacks add only 1/2 the creature’s Strength bonus and are given second in the parentheses.

For animals such as the wolf who only has a bite attack, the damage bonus from Strength does not appear to be getting the 1.5x multiplier. Not sure if this is something that should be fixed from within or if the community set should handle it. I'm open to either.
 
For animals such as the wolf who only has a bite attack, the damage bonus from Strength does not appear to be getting the 1.5x multiplier. Not sure if this is something that should be fixed from within or if the community set should handle it. I'm open to either.
If the creature is in HL then it should be fixed their. I am not sure about a global rule that says "one" natural attack and it gets 1.5x. I would need to double check Pathfinder as its the same there and see how its handled. Just so I stay within LW "standards".
 
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How is CR calculated with hero labs.

I have a question regarding the CR of monsters and hero labs, and how accurate it is (considering that challenge rating is rather imprecise thing).

I know there is a field for it, field[rCR].value found on races, but it doesn't seem to be visible as an option on tempates. Furthermore, in the books CR progresses differently depending on what racial HD, classes, special abilities and even sometimes powerful weapons are chosen.

So the question is, how is the overall total CR of a creature calculated inside of hero labs. Is a solely a factor of how many HD + whatever racial + templated modifications or does it actually count +1 HD per xx racial hd and fly is +2 CR and so forth?
 
3) I made changes so that 0 charge abilities with the "Helper.ShowCharge" tag no longer display on the "In-Play" tab. I do recommend that Things should not be set with the "Helper.ShowCharge" if you don't actually have any charges to display.

The point I was trying to make, is that we used to have the ability to set one or the other or both. Now it doesn't have that ability anymore, which is a downgrade on flexibility.

I have to script to apply/remove the relevant tags. I can make due, I'm just not sure I'd call this an 'upgrade' from the previous functionality, IMHO.
 
The point I was trying to make, is that we used to have the ability to set one or the other or both. Now it doesn't have that ability anymore, which is a downgrade on flexibility.

I have to script to apply/remove the relevant tags. I can make due, I'm just not sure I'd call this an 'upgrade' from the previous functionality, IMHO.
Helper.ShowCharges "SHOWED" everything (Tracked Resources and Activated Abilities). Now the background component figures out what to apply. So if you have 'Helper.ShowCharges' you are saying "Show on Tracked Resources Tab". If you type in a text into the activated Ability section (one or two) it shows on the "Activated Ability" section.

I am confused on how this is a "less" when you have more options. What are you trying to accomplish that is now harder? The goal is to make this like Pathfinder that has allot more flexibility than d20 currently does.

Help me understand so that I can in turn help you guys. You listed that it was showing "0/0" charges which I agree was a "bug".
 
Helper.ShowCharges "SHOWED" everything (Tracked Resources and Activated Abilities). Now the background component figures out what to apply. So if you have 'Helper.ShowCharges' you are saying "Show on Tracked Resources Tab". If you type in a text into the activated Ability section (one or two) it shows on the "Activated Ability" section.

I am confused on how this is a "less" when you have more options. What are you trying to accomplish that is now harder? The goal is to make this like Pathfinder that has allot more flexibility than d20 currently does.

Help me understand so that I can in turn help you guys. You listed that it was showing "0/0" charges which I agree was a "bug".

Some of my tracked resources 'broke' when the upgrade occurred. Maybe I was doing something tricky that I may have forgotten. All I know is that some of my tracked resources that I was using aren't showing up anymore. I "think" I was showing them in the tracked resources along with the charges (side by side) so I didn't have any activation text associated with it, since the charged ability itself was enough to describe the activation. I think that they are now listed in separate sections (the charges and the check box for activation), so the one's I had previously not put text into for the activation check box just disappeared on me.

I had thought that functionality was missing, I didn't understand that by putting activation text for the check box would make it show up. I was under the impression I would have to add a tag to my specials. I think I just misunderstood the change. It makes more sense to me now, but I still have to make quite a few changes to my stuff to get it all working again.
 
Some of my tracked resources 'broke' when the upgrade occurred. Maybe I was doing something tricky that I may have forgotten. All I know is that some of my tracked resources that I was using aren't showing up anymore. I "think" I was showing them in the tracked resources along with the charges (side by side) so I didn't have any activation text associated with it, since the charged ability itself was enough to describe the activation. I think that they are now listed in separate sections (the charges and the check box for activation), so the one's I had previously not put text into for the activation check box just disappeared on me.

I had thought that functionality was missing, I didn't understand that by putting activation text for the check box would make it show up. I was under the impression I would have to add a tag to my specials. I think I just misunderstood the change. It makes more sense to me now, but I still have to make quite a few changes to my stuff to get it all working again.
I am sorry to say this is the "bad" of the "good" of new enhancements. Basically things are going to be changing and the way you where use to things working will be different. I dread each end of month as Pathfinder gets a new update. New features also means new things that break or work different.

My only advice is "don't" upgrade on game day or especially an "hour" before the game. Wait until after the game.

Last thing is I am more than willing to work with the community. But I need "details" with examples of .user files or XML or something. Also if you have suggestions when your making changes post and I will do my best to fit something in especially if it makes it better for everyone. :)
 
Shadow, I work in software development, so I'm aware of these pitfalls. This is the mantra we tell our clients. Now that I understand how the new tracked resources work, I'm ok with the change. Just requires some refactoring on my part.

That said, not all change is good. I agree with your points on HL and PF, but sometimes change leads to a worse experience. Not saying that is happening here, just my observations of the industry as a whole.

That said, I want to commend you on the work you have done. This has really been my only complaint on the changes, and now that I understand the process, I am dropping that criticism. What you have done with the d20 files has been stellar thus far, keep up the good work!
 
So v5.4 is out with a couple of bug fixes. To see the details start d20 and go to "Help->d20 System FAQ->What changed in version 5.4 of the data files?"
 
Dang, here I am at work and didn't know this was out last night. Really looking forward to the new changes and fixes! Thanks bunches Shadow!!
 
I have what appears to be a bug. When I bootstrap a natural weapon (such as bite or claw), and assign the appropriate damage tag, the damage from the weapon doesn't change based on the race's inherent size.

For example,

If I have a medium-sized race (ie human), and gain an ability that grants me a bite attack that deals 1d8 points of damage, and then change my race to something small (ie gnome), the damage dice does not change. It does change if I use an adjustment to change my size category.
 
I have what appears to be a bug. When I bootstrap a natural weapon (such as bite or claw), and assign the appropriate damage tag, the damage from the weapon doesn't change based on the race's inherent size.

For example,

If I have a medium-sized race (ie human), and gain an ability that grants me a bite attack that deals 1d8 points of damage, and then change my race to something small (ie gnome), the damage dice does not change. It does change if I use an adjustment to change my size category.

Thought there was a Helper tag for that? Helper.NatSizeDmg or something along those lines?
 
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