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Version 5.7 of the d20 System data files is now available!

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SC: I've got my Race.Elf tags active (instead of Race.rElf) for allowed race which lets my Half-Elf test character choose such a Deity - but they aren't able to choose a "Human" deity the same way.
I am sorry I am not following this. :(

It looks like the hero only has a human subtype tag.
Um d20 has no subtypes or even types yet. So what do you mean by subtype tag?

Have I missed something or do I have to put "Half-Elf" as allowed race on all my Human deities? (Or subtype Human as well as Human)
You could make up a custom tag that your half-elf and human pushed to Hero and then check for that custom tag in a pre-req script.

But otherwise you would need to have your new Deity allow both Human and Half-Elf because those are 'separate' things from the point of view of d20.

Secondly, is there is a way to sort the Deities by "Race" or "Deity category"?
Nope.

I will double check the "tag" stuff when I get home and see if have any other solutions.
 
What you didn't follow was from a post of yours nearly a year ago - don't worry about it.

you would need to have your new Deity allow both Human and Half-Elf because those are 'separate' things from the point of view of d20.

Okay - that looks like the best/easiest way of doing things. I'll have to do the same for Half-Orcs.

My comments of the Race tags/types/subtypes were what I could see on the Hero through Debugging - Show Hero tags. Not important as long as I have a way to work forward - which I do. ...and alpha-sorted Deities it is then.
Again - thanks for all the work you did to get this set up and for the quick reply. :)
 
Um d20 has no subtypes or even types yet. So what do you mean by subtype tag?

There are type and subtype tags in the community set. I imagine that is where he is getting them from.

As a side note, now that the race tags are available from core, I need to look into whether or not community race tags (ie Race.rElf) are necessary. This is a project for the future though as it's pretty low priority.
 
With the new spells, I've come across a bit of a problem. If I choose to create a scroll with an acid arrow (2nd level spell) on it, it only gives me the choice of Caster Level 4th (same as a sorcerer, because the spell is both a sorcerer and a wizard spell). Can we free up the incrementer so that it also decrements in these cases?
 
With the new spells, I've come across a bit of a problem. If I choose to create a scroll with an acid arrow (2nd level spell) on it, it only gives me the choice of Caster Level 4th (same as a sorcerer, because the spell is both a sorcerer and a wizard spell). Can we free up the incrementer so that it also decrements in these cases?
The bug I need to is fix is the CL is off by 1. A level 1 wand should have CL 1 but it shows 2. A 2nd level spell is minimum 3 not 4.

I will get that fixed in the next release. Sorry!
 
Noticed another thing that I hadn't noticed before the change to the spells A-D. Everything shows up fine in the selector for spells and the spell list on the class tab, but the spells tab does not show any of the spells for 1st and up for the spells A-D.

Not sure why we didn't notice that before, but to be honest, I must have just assumed if they showed up in the class tab, they also showed up in the spells tab.

Seems like a pretty major bug, unless I'm missing something.

Thanks!
 
Noticed another thing that I hadn't noticed before the change to the spells A-D. Everything shows up fine in the selector for spells and the spell list on the class tab, but the spells tab does not show any of the spells for 1st and up for the spells A-D.

Not sure why we didn't notice that before, but to be honest, I must have just assumed if they showed up in the class tab, they also showed up in the spells tab.

Seems like a pretty major bug, unless I'm missing something.

Thanks!
Ummm what? I just made a level 1 wizard and added some A and C spells. I then memorized Alarm and Animate Rope. These spells show on every tab, Wizard and Spell. I then printed and the spells showed again.

Can you provide more details? Cause I can't duplicate the issue so far...
 
Ahhh, ok.

It's pre-existing portfolios that won't have them. New ones will, and if I remove, then re-add a spell, it shows up on the pre-existing stuff. So, the workaround is to remove and re-add at this point.

Thanks!
 
Ahhh, ok.

It's pre-existing portfolios that won't have them. New ones will, and if I remove, then re-add a spell, it shows up on the pre-existing stuff. So, the workaround is to remove and re-add at this point.

Thanks!

This is caused by the older spells being the ones with the "Helper.Obsolete" tag on them. Your old portfolios have the old spells, which is why they aren't showing up in the spells tab. The "fix" here is actually removing the old version of the spell and replacing it with the new one.
 
Ahhh, ok.

It's pre-existing portfolios that won't have them. New ones will, and if I remove, then re-add a spell, it shows up on the pre-existing stuff. So, the workaround is to remove and re-add at this point.

Thanks!
I should fix that. I fixed them to display on the printed character sheet. Forgot about the Spell tab. Obsolete spells should still show on the Spell tab. Sorry...

But yeah the work around is to remove and simply re-add the spell. Besides you get the better updated ones then too. :)
 
@Shadow, I think I'd rather have the new ones, so adding and removing is fine with me. Just needed to know that was the issue. Thanks man!
 
@Shadow, I think I'd rather have the new ones, so adding and removing is fine with me. Just needed to know that was the issue. Thanks man!
True. But for people opening up "old" characters they should not have to do this. In addition they may need to come to the forums to figure out the "work" around which is not good.

So I do have to fix this issue so that old characters work. :)
 
Can't control the sticky thread but wanted to get the 5.9 release notes out to everyone. :)

V5.9

Bug Fixes
  • Fixed issue where spells A-D where not displaying on the Spells tab for existing characters.
  • Fixed issue where the caster level of custom wands was not always calculating correctly. In example Cure Light Wound wands where displaying a minimum caster level of 2 instead of 1.
 
Bug report. In the Background tab, when a list of deities is available, I get both the deity selection button and the freeform name box.

deity_field.png
 
Core bug report: Removing a class skill in a variant class from one of the groups (ie Craft, Knowledge, Perform or Profession) creates an error when the variant is selected or when changing anything with the portfolio.

For example:
<tag group="NotClassSk" tag="kKnowHist"/>


Produces the error message:
Invalid syntax for tag template
Location: 'eval' script for Component 'BaseVary' (Eval Script '#1') near line 58
 
A variant class that removes a base feat doesn't allow you to take the feat later. Noticed this when using the OA Samurai variant since it removes Armor Proficiency (Heavy).
 
Monk Flurry of Blows

Monk Flurry of Blows gives an error that your weapon is the wrong size on the weapons tab.

Amulet of Might Fists bonus does not apply to flurry of blows (and should).

The functionality I would want is for the +5 to-hit bonus to apply to the flurry of blows when I have an unarmed weapon equipped.
Weapon(s) that have the property --> "usable in flurry" should similarly update the flurry to-hit value when equipped (I haven't tried this).

Thanks!
 
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