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

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2. I was thinking just the other day how I'd love to have the target/aoe added to the spells, which are missing on the d20 files. Makes me happy.
The bad side is I have not had time to go through all the spells add add the info. Will be working on it for the next release.

3 & 4. I've already been doing this, but it has been a slow process (lots of re-editing and assigning properly). You've just made my day, and reduced the work I've been doing (and abandoning for the sheer volume of spells).
So the next release will support this change but it will take time to convert the spells in HL over to use this new format. This includes new logic to obsolete old spells. So my hope is I will have logic in place to support a new tag called "Helper.Obsolete". By applying this tag to a Spell HL will not allow you to select it anymore. But if it is already on a character it will stay without errors. This is a nice way to prevent future characters from using obsolete Things without breaking existing characters.

So hopefully you and the community will be able to make use of this feature in v5.4.

6. Combat Expertise could also be used here. I've been using both as an adjustment, and combat expertise has some complex code behind it (affected by other abilities).
This falls into what I was telling Sendric. Every time I look somewhere I find unfinished parts. So as I was in the Damage area of HL I fixed PA. I may need to circle back to fix CE next. But hopefully with new base features it becomes easier to script these to work yourself as a stop gap measure. :)

7. This made me think of something that has bothered me for some time about how attack and damage bonuses are applied. I don't recall off the top of my head what they are, but I'll try to get back to you on it when I get time to look at my HL stuff again (at work, seems I'm always at work).
I know the one I can think of is not being able to separate out Melee vs Ranged damage or specific Bonus types to Melee vs Range. That is allot of extra work so it needs to wait until some other more important features come about.

Unless you can think of something else?
 
The bad side is I have not had time to go through all the spells add add the info. Will be working on it for the next release.


So the next release will support this change but it will take time to convert the spells in HL over to use this new format. This includes new logic to obsolete old spells. So my hope is I will have logic in place to support a new tag called "Helper.Obsolete". By applying this tag to a Spell HL will not allow you to select it anymore. But if it is already on a character it will stay without errors. This is a nice way to prevent future characters from using obsolete Things without breaking existing characters.

I'd be more than happy to help out with this chore. I was doing it anyhow, but now with new functionality it should be an easier job.

I know the one I can think of is not being able to separate out Melee vs Ranged damage or specific Bonus types to Melee vs Range. That is allot of extra work so it needs to wait until some other more important features come about.

Unless you can think of something else?

The masterwork stuff comes to mind, last time I checked it stacked with enhancement bonuses. I had to script something just to handle that. It would be nice if a masterwork item had a tag that knew not to stack with enhancement bonuses, but as of the last time I checked, which has been admittedly about a year ago, assigning an enhancement bonus to a masterwork weapon stacked. I don't mean through the magic weapon wizard, I mean as an adjustment I add magic weapon to a masterwork weapon and they end up stacking. I had to code against that, and damn if I had no idea if something was a masterwork weapon or not, which is also annoying as all get out.

Don't worry, give me a week or so of digging around and I can come up with at least a dozen new items, if not more, that are lacking or need revamping. :)
 
I'd be more than happy to help out with this chore. I was doing it anyhow, but now with new functionality it should be an easier job.
This actually would be a great idea! Once the next version comes out you can easily use the editor to help create the core SRD spells using the new fields/tags.

Plus its the perfect time to change all the unique IDs to be meaningful. So in example Acid Arrow becomes "spAcidArr2".

Basically enter the spells and send them my way. Then I can merge them in and Deprecate all the old spells.
 
*gets out the broom*

Got to clean up my d20 files if I do. Lots of crap in there I used for testing that is still hanging around. I have a duplicate folder with my own game system in it. Anyways, should come up with a formal way to describe spells consistently. Not that 'spAcidArr2' is bad, but there are times when the spell level that is appended at the end does not apply. For example, Continual Flame is a 2nd level Sor/Wiz spell while also being a 3rd level Cleric spell. So it would be best to just go with sContFlame to keep it agnostic. Of course, this assumes that it has a selection process for both class and for spell level.

While I'm at it, one of the things I've done is to add spell-like abilities into the spells for my system, with at-will spells having a sCastLeft count of 99. It would be great if either 1) spell-like abilities could be set up for creatures or 2) spells could actually be assigned to creatures as part of their spells, but with a 'x/day' or 'at will' appended onto it. Just riffing here, not sure how that would be set up, giving a generalized idea. Also can't source spells to creatures... gotta stop thinking about this, or else the floodgates will open and I'll start requesting everything, lol. I'll shut up now.
 
*gets out the broom*

Got to clean up my d20 files if I do. Lots of crap in there I used for testing that is still hanging around. I have a duplicate folder with my own game system in it. Anyways, should come up with a formal way to describe spells consistently. Not that 'spAcidArr2' is bad, but there are times when the spell level that is appended at the end does not apply. For example, Continual Flame is a 2nd level Sor/Wiz spell while also being a 3rd level Cleric spell. So it would be best to just go with sContFlame to keep it agnostic. Of course, this assumes that it has a selection process for both class and for spell level.
The goal here for Continual Flame would be two "Things" one spContFla2 and spConFla3. As this was the improved way they did it for Pathfinder I am pretty sure this is the standard LW wishes to go with. And at least a quickly glance of the Thing ID you can tell the spell level. It works really nicely in Pathfinder actually.

As for now you can't tag a spell to be a specific level to one class and a different level for another class on the same spell. So you end up with multiple.

What I was really trying to find but can't figure out is an easy way for house-rules/community to have a spell also count for class X without having to remake the whole spell. :( So that if your new custom class gets Detect Magic you can just say "I get that spell also" and use the CORE spell and not have to make a new copy of it. That way when any fixes happen everyone is using the new and improved spell.

While I'm at it, one of the things I've done is to add spell-like abilities into the spells for my system, with at-will spells having a sCastLeft count of 99. It would be great if either 1) spell-like abilities could be set up for creatures or 2) spells could actually be assigned to creatures as part of their spells, but with a 'x/day' or 'at will' appended onto it. Just riffing here, not sure how that would be set up, giving a generalized idea. Also can't source spells to creatures... gotta stop thinking about this, or else the floodgates will open and I'll start requesting everything, lol. I'll shut up now.
Good thoughts! I wonder if that is why I built in the new 'Usage.?' tags a little bit ago. So that "Tracked Resources" could be set with /day or /constant or /at-will. Hmm that is crazy Tim. Its almost like your laying the ground work for future stuff. :)

So on the serious side I would like to roll over a better Spell-like ability system. You can consider it in the works. As mentioned lots of small features are missing and so adding that requires something else to be added. So right now we are all (myself included) suffering from laying that ground work. Eventually I hope things get faster as the ground work is in place so adding in other logic goes quicker. So that you guys see more "features" rolling out for d20.

I am also thinking as I mentioned in the deity thread I will most likely need to take the hit of redoing some of the tabs (UI Layout). As I really think to get things working better we need more 'room' on the tabs. So like adjustments should I think be its own tab and the ability/class tab should become two tabs. Then I would have some room to start adding new tables/portals for things like Gods and stuff. :D
 
When I get time, I'll show you spme screenshots of what I did with my Spell-Like abilities for my game. It's worked pretty damn efficiently for me without having to search through tabs, though I do have to look back at Specials just to get the caster level. Anyhow, maybe it will inspire.
 
It does not appear as though it is currently possible to get the Ranger's Favored Enemy panel to appear when using a class variant to change a different class. Am I missing something? If not, is this something that could be added in the future?
 
There is a herofield for tMaxPerf. Could we, at some point, get a tMaxProf, tMaxKnow and tMaxCraft as well?
 
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There is a herofield for tMaxPerf. Could we, at some point, get a tMaxProf, tMaxKnow and tMaxCraft as well?
Actually my plan had been to move that into a Pick actually of its own. That way I can easily support different "Bonus" Types.

So then you could set All Perform Pick field of say "Luck Bonus" to give a typed bonus to all Perform skills.
 
Actually my plan had been to move that into a Pick actually of its own. That way I can easily support different "Bonus" Types.

So then you could set All Perform Pick field of say "Luck Bonus" to give a typed bonus to all Perform skills.

Ok. The purpose of the request was to have a field that lets me determine what the highest number of ranks are for all perform skills. This would remove the need to use a foreach loop for things like "perform (any) 5 ranks required). What you are suggesting sounds even better.
 
Here is how I've been able to set up Spell-Like Abilities in my HL. Even if the Moonbeast depicted here had a spellcasting class, these would still be listed independently and alongside those spells. As you can see, one screenshot is how the spells look when look at spells that can be cast, while the other screenshot just shows the Special tab showing the only way to list the caster level. I have found this to be really much better than a separate tab for Spell-Like Abilities.
 

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Version 5.5 of the d20 System data files are now available!

Enhancements & Changes
  • Added the wording "Appears In" to all selection lists (ie Feats, Magic Items, Spells) so that it is easy to track which book or source something is added from.
  • Spell selection lists no longer display the class. This allows for each spell to now be linked to multiple classes.
  • New Adjustment "Damage Bonus" gives a damage bonus to all weapons.
  • New Adjustment "Damage Penalty" gives a damage penalty to all weapons.
  • Power Attack feat can now be activated on the "In-Play" tab. Under Tracked Resources is where the amount of a penalty to attack can be set.
  • Barbarian has been redone including its Rage mechanics. In addition all the text of the Barbarian class abilities have been upgraded to the match the SRD.
Bug Fixes
  • Portable Hole is now a container and anything placed inside will not affect the weight of your character.
  • The spell "Torrent of Elemental Rage" from Pathfinder - Legacy of Fire is now correctly set for both Wizard/Sorcerer spell.
  • Fixed natural weapons bootstrapped to wondrous items or Custom Abilities that were tossing errors.
  • Fixed bug where when you equip a manufactured weapon the natural attacks were not automatically becoming secondary attacks. This has been fixed as per the d20 SRD Manufactured Weapons rules.
  • Fixed issue where Activated Abilities were showing up for classes before the class actually gained the ability.
  • Fixed Opportunistic Strike class ability of the Elocator as it was not giving a bonus to hit nor giving the bonus as the right type.
  • All characters are now proficient with their unarmed strikes.
Data File Authoring
  • Spells now have the ability to fill in the Area, Effect, Target, Material Component Text, Material Component Cost, Focus Text, Focus Cost, and XP Cost. This will display on the spells once filled in.
  • Editor tab "Magic->Spell" has been changed to allow selecting multiple classes for a spell instead of only one spell per class.
  • New tag "Hero.HasNatWep" added that allows you to count the tags to see how many natural attacks are on the hero. If a "single" natural attack is found that is primary the damage will be set to do 1.5x Strength damage.
  • Note: Using the tag "Helper.NatTwoHand" - Forces the natural weapon to be treated as a two-handed weapon or 1.5x Str modifier in all cases.
  • Activated Abilities have a new feature. When they are activated they push a new tag of Activated1.? or Activated2.? to the hero at Pre-Levels/1000. The tag will be the unique id of the ability. In example the new Rage ability has a Unique ID of "xRage" when the first activated ability is check marked the hero will get the tag "Activated1.xRage". The 'xRage' pick will get a helper tag of Helper.Activated1 that can be tested for also.
  • "xRage" Thing has been redone to allow outside scripts to adjust its value easily. Value holds Attribute Bonus, Value2 holds Will Save Bonus, Value3 holds Armor Class Penalty, and Value4 holds the Rounds of Rage.
  • Added new "Typed Bonus" fields: BonTrait, PenTrait, and Racial to all Picks.
  • Typed Bonus fields added to the "Damage" pick.
  • New Power Attack damage bonus fields (tDamPowOne & tDamPowTwo) added to the xDamage pick. These allow for adjusting the amount of damage that Power Attack gives.
  • New tag "Helper.PowerAtt1H" - When applied to a weapon allows the power Attack bonus to affect it as if it was a one handed weapon. In example this is set on Unarmed Strikes and Natural Attacks weapons.
  • New tag "Helper.PowerAtt2H" - When applied to a weapon allows the power Attack bonus to affect it as if it was a two handed weapon. Not currently in use but added to allow customization by the community.
  • Editor tab Weapons - Added a check box for turning on the new "Power Attack" helper tags. This way it will be very easy to tell HL if you wish to override the damage bonus Power Attack gives a specific weapon.
  • Editor tab Feats - Changed the wording to match the new In-Play tab settings.
  • Moved the calculation for Attack Bonus to Post-Level/25000 up from Post-Level/7500. This allows more time for scripts running on Class Specials to be able to set a specific attack bonus. Especially since most class scripts should be running at Post-Level/10000.
  • Spells now support the "Helper.Helper" tag and should be added to spells you plan to use only in Bootstrap situations.
  • New tag "Helper.Obsolete" should be added to spells that are being deprecated and obsoleted and you don't want HL to allow this in any situation to be a valid choice. But this will not break any existing characters that are built with the spell.
  • New tag "wGroup.Natural" added and is on all Natural Attacks (ie wBite) this allows an easier method to make sure the weapon is a Natural Attack or to be used in a foreach loop.
 
Boom. Man those are quite a few changes. Looks like I've got a bit of work ahead of me. As mentioned before, I will be more than happy to adjust the spells as I get the time.
 
Boom. Man those are quite a few changes. Looks like I've got a bit of work ahead of me. As mentioned before, I will be more than happy to adjust the spells as I get the time.

Thanks, Kendall. That's a major project that will need to be coordinated. I am first going to focus on the monster races in preparation for creating .por files as a separate download. If you end up doing any spells, just let me know. Thanks.
 
Thanks, Kendall. That's a major project that will need to be coordinated. I am first going to focus on the monster races in preparation for creating .por files as a separate download. If you end up doing any spells, just let me know. Thanks.
I think he maybe saying for adding into "core" HL actually not the community.

Yea if I can get some help with inputting the spells from the SRD that would be a great help. Be great to make sure the text is 100% up to date and fill in all the additional information that is missing.

Plus be so nice to do simply set Detect Magic to each class so that we have "one" copy of Detect Magic instead of dozens. :)
 
I think he maybe saying for adding into "core" HL actually not the community.

Fine. Be that way. :p

Yea if I can get some help with inputting the spells from the SRD that would be a great help. Be great to make sure the text is 100% up to date and fill in all the additional information that is missing.

Plus be so nice to do simply set Detect Magic to each class so that we have "one" copy of Detect Magic instead of dozens. :)

Yes. That would be awesomesauce.
 
Excellent additions! I love the Power Attack in-play option.

However, It seems to have a bug - the addition to the damage works perfectly, but it does not apply the negative to attack.

For the time being it will be a help on the damage side of things, and I can do the simple math when I make an attack, but I wanted to make everyone aware.
 
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