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Xanathar's Guide to Everything

Just donwloaded the new community pack. It all works great but i noticed an error with the Tiefling feats. For some reason you get a validation error that Tiefling is required even when you have that selected for your race. Tried different things to fix it but it wasn't removing the validation error.
 
Please log any bugs via the github site in my signature. This will ensure one of the team picks it up and fixes it.
 
I got the update recently that included Xanathar's Guide. Tonight, I just encountered a problem with a couple of the feats from in.
One of the players in my group is a tiefling rogue. In tonight's game, he finally gained enough XP to reach level 8. There are 2 racial feats from Xanathar's Guide for tieflings, yet neither one was available for his tiefling. Instead, the feats are greyed out and show a red warning of "Tiefling Required". Yet his race is already marked as tiefling! I tried changing his race, the changing it back to tiefling with no change to the feats.
 
What is the githhub site in your signature? I sent something to General Hero Lab Support And Community Resources. Was that the correct place to report it?
 
Just donwloaded the new community pack. It all works great but i noticed an error with the Tiefling feats. For some reason you get a validation error that Tiefling is required even when you have that selected for your race. Tried different things to fix it but it wasn't removing the validation error.

If you want to fix the feats your self, then open the COM_5ePack_XGTE - Feats.user in the editor, under the feats tab open the Pick reqs button on the right side. Change rTiefling to r5CTieflin. Do this for the other feat that is affected. If you are using the Unearthed Arcana feats as well the same thing needs to be done. File name is COM_5ePack_UA - Feats for Races.user .

I just tested this on my own copy. Looks like they just chose the wrong tiefling race entry by accident.

J
 
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Celestial Warlock Patron adding extra hit points?

The Celestial warlock patron is adding extra hit points equal to the character's Charisma bonus to every character at 1st level and an additional 1hp every level of warlock thereafter. I have noticed that the same thing occurs in both sources of The Celestial patron (Xanathar and the Unearthed Arcana version released previously). As far as I know, neither version mentioned bonus hit points in the texts. Am I missing something in the texts or is this an error in the databases?:confused:

-bmanjnk99
 
The Celestial warlock patron is adding extra hit points equal to the character's Charisma bonus to every character at 1st level and an additional 1hp every level of warlock thereafter. I have noticed that the same thing occurs in both sources of The Celestial patron (Xanathar and the Unearthed Arcana version released previously). As far as I know, neither version mentioned bonus hit points in the texts. Am I missing something in the texts or is this an error in the databases?:confused:

-bmanjnk99

This appears to be due to the Celestial Resilience class feature. I think the eval script needs another look. This just needs some tweaking as the you get temporary hit points at 10th level after a short or long rest, probably should be an adjustment so it can be reflected on the other 5 creatures you can choose as well. For some reason even though the class feature isn't available the eval script is still running and applying the hit point bonus at level 1.

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
 
After some more poking I'm not even sure this ability needs an eval script as their is a place to add a temporary hit point pool in Hero Lab already. Just means you have to do the math your self.
 
After some more poking I'm not even sure this ability needs an eval script as their is a place to add a temporary hit point pool in Hero Lab already. Just means you have to do the math your self.

ok so this can be fixed in a couple of ways, since you grant temp hit points to up to 5 others you can remove the eval script from Celestial Resilience and add an adjustment for Celestial Resilience that looks like this:

Post-Attributes 15000

~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

herofield[tTempHP].value += #attrmod[aCHA] + #levelcount[Warlock]

or if you don't care about anybody else being able to do the math automatically you can change the eval script on Celestial Resilience to:

Post-Attributes 15000

herofield[tTempHP].value += #attrmod[aCHA] + #levelcount[Warlock]

Though the 2nd one should probably include a level requirement of 10 or greater and I should know how to put that in but haven't figured it out yet.
 
ok so this can be fixed in a couple of ways, since you grant temp hit points to up to 5 others you can remove the eval script from Celestial Resilience and add an adjustment for Celestial Resilience that looks like this:

Post-Attributes 15000

~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

herofield[tTempHP].value += #attrmod[aCHA] + #levelcount[Warlock]

or if you don't care about anybody else being able to do the math automatically you can change the eval script on Celestial Resilience to:

Post-Attributes 15000

herofield[tTempHP].value += #attrmod[aCHA] + #levelcount[Warlock]

Though the 2nd one should probably include a level requirement of 10 or greater and I should know how to put that in but haven't figured it out yet.

ok I got it to work at level 10 and greater only using this script. I think I would still do an adjustment so that the other players can just click a box, or you can have them manually adjust their temporary hit points.

Post Attributes 15000

if (#levelcount[Warlock] >= 10) then
herofield[tTempHP].value += #attrmod[aCHA] + #levelcount[Warlock]
endif
 
It's good code, but I think we'll wind up going with adding an independant temporary hp pool with the min/max hp granted set statically to level count plus CHA mod.

Since all class special abilities are added with a field: xTotalLev, it's slightly better to use it just in case you wanted to just let another class have the same ability (like Channel Divinity) rather than #levelcount[].

So, I'll probably build a temp hp pool called thp5CCelRa or call a copy of the existing Dark One's Blessing pool and overwrite the livename and then in a script post-attribute (15000) do the following:

Code:
doneif (tagis[Helper.Disable] <> 0)
doneif (field[xTotalLev].value <= 10)

var BonusHP as number
BonusHP = #attrmod[aCHA] + field[xTotalLev].value

hero.childfound[thp5CCelRa].field[thpMinAllw].value = BonusHP
hero.childfound[thp5CCelRa].field[thpMaxAllw].value = BonusHP

It requires the person to activate the pool when it's on, but at least it makes clear what type of hit points are available.

I can throw the same code into an adjustment if people want to add it to another character and have something less generic than a generic temporary hit points pool.
 
It's good code, but I think we'll wind up going with adding an independant temporary hp pool with the min/max hp granted set statically to level count plus CHA mod.

Since all class special abilities are added with a field: xTotalLev, it's slightly better to use it just in case you wanted to just let another class have the same ability (like Channel Divinity) rather than #levelcount[].

So, I'll probably build a temp hp pool called thp5CCelRa or call a copy of the existing Dark One's Blessing pool and overwrite the livename and then in a script post-attribute (15000) do the following:

Code:
doneif (tagis[Helper.Disable] <> 0)
doneif (field[xTotalLev].value <= 10)

var BonusHP as number
BonusHP = #attrmod[aCHA] + field[xTotalLev].value

hero.childfound[thp5CCelRa].field[thpMinAllw].value = BonusHP
hero.childfound[thp5CCelRa].field[thpMaxAllw].value = BonusHP

It requires the person to activate the pool when it's on, but at least it makes clear what type of hit points are available.

I can throw the same code into an adjustment if people want to add it to another character and have something less generic than a generic temporary hit points pool.

Problem is BonusHP aren't temp hit points, they get added to the total hit point count as bonus hit points. That's where the tTempHP comes in and shows as temp hit points and they are subtracted before your hit points are, the only thing I wonder and have to ask. Is xTotalLev the total levels for the character because in this case it is only looking at the warlock level.

I read thru your snippet of code to fast, and see you set BonusHP as a variable. Wouldn't multi-classing then affect the xTotalLev when the calculation should only be looking at the Warlock levels? Just want to make sure I understand the difference between xTotalLev and #Levelcount.

J
 
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xTotalLev when the calculation should only be looking at the Warlock levels? Just want to make sure I understand the difference between xTotalLev and #Levelcount.
xTotalLev is the total level of the Pick you are bootstrapped to and any "effective level + bonus levels" this specific Pick has. It is not "hero total level".

If you are Warlock 5/Fighter 10 and this ability is bootstrapped to the Warlock xTotalLev is 5. If bootstrapped to Fighter xTotalLev is 10.
 
xTotalLev is the total level of the Pick you are bootstrapped to and any "effective level + bonus levels" this specific Pick has. It is not "hero total level".

If you are Warlock 5/Fighter 10 and this ability is bootstrapped to the Warlock xTotalLev is 5. If bootstrapped to Fighter xTotalLev is 10.

Thanks to both of you, for the script and the explanation.

J
 
So what do those of us that use Hero Lab on the iPad do about this? Any thoughts?

As far as I know there is no way to script the fix. :(

There are ways, but it requires you to know how to transfer files over to your iPad to overwrite what is there if you have a PC that can do that.

The fix discussed is in the pending changes to be pushed, but I'm not sure when the community is going to get the next patch finalized as I've not been able to help out much this time. I know that right now the base information for all the monsters in Mordenkainen's has been entered but we're still looking for anyone willing to help put the special abilities and some of the attacks in. I don't know how much scripting is required but most of these will be mechanics only text entry.

Anyone interested in helping, please speak up. Daplunk hosts the github but I check in to help with scripts on occasion.
 
Yup looking for as many volunteers as possible. I'm throwing as much time as I can at it but I have a lot going on and most things have deadlines where this does not.
 
- Subraces are all in
- new & modified deities are in

- Yet to do, Demonic Boons

- my stuff needs to be tested.
 
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