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

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So here's a request. Could the help file for the editor get a more complete list of what the wMain tags are, and how the damage dice increase based on size? I know this is probably a low priority, but it's driving me nuts trying to figure out the right damage tag to apply to natural weapons.
 
Just an FYi since I know we've discussed various issues with things displaying in the In-Play tab. Specific magical armor also will not display in the In-Play tab unless you add the tag Helper.ShowSpec. Normally, armor wouldn't have that tag so it's not terribly intuitive for users in this case.
 
Just an FYi since I know we've discussed various issues with things displaying in the In-Play tab. Specific magical armor also will not display in the In-Play tab unless you add the tag Helper.ShowSpec. Normally, armor wouldn't have that tag so it's not terribly intuitive for users in this case.
Ok thanks! I sent an updated version to Colen I am hoping he gets time to get it out to you and Kendall-DM for testing. I may have fixed this issue in that new version as I did a bunch of fixes to the In-Play tab.
 
So I am getting this error on the Tongue natural weapon created in the community set. Is there anything I can do to make it go away?

Attempt to access field 'gSizeDiff' that does not exist for thing 'wTongue'
Location: 'synthesize #0' script for Dossier 'statblock' near line 386
 
This is fixed....

Thanks very much!

Here's another report, though:

Flurry of Blows does not count as Unarmed Strike for the purposes of things such as Weapon Focus. ie, if a character has Weapon Focus (Unarmed Strike) the +1 bonus to attack is not given to Flurry of Blows. I've created a temporary fix for this in the community set by adding the tag [IsWeapon.wUnarmed] to Flurry of Blows.
 
You know, another thing I feel needs to be addressed is Intelligent Items. Is there anything that can be done to improve the process. For example, is it possible to add additional minor, major, special purpose, etc. to an intelligent item? Is it possible to assign different stats to an intelligent item (some examples of this in published works)? Have I already asked for this before, something is niggling away in the back of my gray matter?
 
You know, another thing I feel needs to be addressed is Intelligent Items. Is there anything that can be done to improve the process. For example, is it possible to add additional minor, major, special purpose, etc. to an intelligent item? Is it possible to assign different stats to an intelligent item (some examples of this in published works)? Have I already asked for this before, something is niggling away in the back of my gray matter?
You did HERE. :)

But this one has more details and will add it to issue. Its still a ways down the list at this point. :( If you get a chance provide that book that has these powers or special purposes. That will help when I get to this to have real examples.
 
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Here's another report, though:

Flurry of Blows does not count as Unarmed Strike for the purposes of things such as Weapon Focus. ie, if a character has Weapon Focus (Unarmed Strike) the +1 bonus to attack is not given to Flurry of Blows. I've created a temporary fix for this in the community set by adding the tag [IsWeapon.wUnarmed] to Flurry of Blows.
Thanks for the report I have added to the list to be looked at.
 
Per a report in the community bug thread, there seems to be an issue where variant classes that remove weapon/armor proficiencies do not allow those proficiencies to be re-added even when taking a level in a class that normally would. Example:

Cloistered Cleric class variant (Unearthed Arcana) removes Armor (Heavy & Medium) and Shield profs. If this character then takes a level in Fighter, those proficiencies do not get added back.
 
Per a report in the community bug thread, there seems to be an issue where variant classes that remove weapon/armor proficiencies do not allow those proficiencies to be re-added even when taking a level in a class that normally would. Example:

Cloistered Cleric class variant (Unearthed Arcana) removes Armor (Heavy & Medium) and Shield profs. If this character then takes a level in Fighter, those proficiencies do not get added back.
Not surprising actually. This was the same original problem that Pathfinder Archetypes had and they where based on the d20 variant class component.
 
Not surprising actually. This was the same original problem that Pathfinder Archetypes had and they where based on the d20 variant class component.

Is it fixable in d20? I was surprised that even setting adjustments didn't allow me to override the Cloistered Cleric armor proficencies.
 
Is it fixable in d20? I was surprised that even setting adjustments didn't allow me to override the Cloistered Cleric armor proficencies.
Everything is fixable with enough time and money. :)

I have added it to the to do list to be looked at. I have no ETA as to when it will actually get fixed. :(
 
Everything is fixable with enough time and money. :)

I have added it to the to do list to be looked at. I have no ETA as to when it will actually get fixed. :(

HA, yes! I was trying to get a read as to whether it was likely something that could be fixed rather quickly/easily, or at the other extreme would require re-writing a ton of core code, and thus unlikely to happen.

But I guess you won't know until you have a chance to look at it. :D
 
But I guess you won't know until you have a chance to look at it. :D
Unfortunately this is the truth. Some areas like this are pretty new to me so it would take some time to dig in to even figure out "how" it works. Then I can attempt to figure "how" to fix it. :)

On the other side with each release I do get better at understanding how it all connects under the covers. :D
 
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