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Systems & Settings => HARP => HARP Software => Topic started by: DavidKlecker on July 09, 2013, 08:44:09 AM

Title: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on July 09, 2013, 08:44:09 AM
I have noticed that the forum takes to the book errata threads nicely so I'm hoping the same thing can happen for AutoHARP. I have noticed that most people are reporting their issues here over going to SourceForge and creating a ticket. That's fine. I know some people are not computer savvy and are more comfortable coming here to report it. I've been checking here frequently anyways and writing up tickets as people report them. So I figured on creating a dedicated thread for people to report issues and bugs.  The other thread can become a place for people to ask just general questions or perhaps pass ideas.

I can think of one issue to get things started:

I believe when you install Martial Law that the new armor rules are not showing up automatically. To get the new armor laws from Martial Law to appear you need to open Tools->Manage Books and select the Harp Fantasy database. There expand the Martial Law book and look for the file entry named "Defenses". Click under the "Base Rules" column on that row and select "true". If you want you can go under Harp Fantasy, find Defenses and change the Base Rules to false, however the application looks for the first true statement for Base Rules so it doesn't matter in this case. Once you do this the new armor rules will show up.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on July 11, 2013, 03:35:55 PM
Hi Monk,

Found another issue it seems. I added the Giantism talent to a character when doing the level up to 1st level. The talents gives the character +5 bonus to Strength. When I completed the level up, I added the +5 to Strength in the Statistic tabs. That +5 was not reflected in the skills unless I saved the character, closed it and then re-opened it.

Is there some means of having this recalculate without having to do that?
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on July 11, 2013, 06:54:42 PM
I wrote up a ticket for that. If it's not getting updated when you switch tabs then I doubt it's going to update at all unless you save, close and re-open.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on July 14, 2013, 08:31:52 AM
This isn't actually an errata or issue but it may be something to consider in the future.

Is it possible to have the Armor Penalty automatically applied to all skills with Ag and/or Qu stats (except Armor)?

When I transfer an AutoHarp character to a character sheet, I have to recalculate many of the skill bonuses to apply the Armor Penalty.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on July 14, 2013, 09:01:55 AM
Oh, I didn't realize that was to be done. In my mind that sounds like an issue, so I'll definitely write that one up.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on July 15, 2013, 07:16:29 AM
Oh, I didn't realize that was to be done. In my mind that sounds like an issue, so I'll definitely write that one up.

The character sheet that comes with Harp didn't provide any space for the Armor Penalty either. I guess it was expected to be added to the skill roll, or something of the kind. I created my own character sheet where I provided the space for it in the skills to reduce the amount of math on the skill rolls. It also prevents the penalty from being forgotten. It's not so much an issue than a question of convenience. It's makes thing simpler. I would put that one down as a nice to have if you get around to it.

Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on July 18, 2013, 07:59:37 AM
The MonstersFromCoreRules database does not match the monsters from the core book at all. Looks like a previous version of Harp was used to fill that database.

I'm manually updating my file with the information from the core book.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on July 18, 2013, 08:31:19 AM
I check that out... but if that's true then ICE made a last minute major change to the bestiary for HARP since I had a change log set when I made that database up.  :(
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on July 18, 2013, 08:49:24 AM
They have much improved the bestiary in Harp.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on July 19, 2013, 06:52:35 PM
Wow... I can see. This will take me a few days to implement but this is definitely something worth making an update for. So I will plan to have a cut off date for bugs for version 1.0.3 next week Friday.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: Turbs on July 19, 2013, 09:39:27 PM
AutoHARP 1.0.2

Minimum maneuver Penalties are not being displayed for armour types in the right hands side of the Defense Box in the armour Tab.

the penalties are not coming through to the skills either
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on July 20, 2013, 07:35:51 AM
Wow... I can see. This will take me a few days to implement but this is definitely something worth making an update for. So I will plan to have a cut off date for bugs for version 1.0.3 next week Friday.

I'll have completed my update of the monster database. I can send it to you once I'm done.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on July 20, 2013, 08:00:40 AM
that would be aweso
Wow... I can see. This will take me a few days to implement but this is definitely something worth making an update for. So I will plan to have a cut off date for bugs for version 1.0.3 next week Friday.

I'll have completed my update of the monster database. I can send it to you once I'm done.

That would be awesome. I plan to also update the xml file further since I am noticing I need to add a few fields and attributes. I'm curious if there will be a monster creator with whatever Bestiary book that is coming. I'm wondering how they created these monsters with such detail.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on July 20, 2013, 08:02:26 AM
AutoHARP 1.0.2

Minimum maneuver Penalties are not being displayed for armour types in the right hands side of the Defense Box in the armour Tab.

the penalties are not coming through to the skills either

Ticket added. Thanks! 8)
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on July 20, 2013, 08:17:19 AM
that would be aweso
Wow... I can see. This will take me a few days to implement but this is definitely something worth making an update for. So I will plan to have a cut off date for bugs for version 1.0.3 next week Friday.

I'll have completed my update of the monster database. I can send it to you once I'm done.

That would be awesome. I plan to also update the xml file further since I am noticing I need to add a few fields and attributes. I'm curious if there will be a monster creator with whatever Bestiary book that is coming. I'm wondering how they created these monsters with such detail.

I read that Thom is planning to send you an updated database by next Friday. You should add a BMR type node which contains the BMR. Right now I'm filling the BMR with only one value if the creature has several.

They certainly have a clear set of rules when it comes to creature creation, I'm really hoping they will publish them.

Example of new structure
Code: [Select]
<BMRType name="Biped">
    <BMR>8</BMR>
</BMRType>
<BMRType name="Flight">
    <BMR>24</BMR>
</BMRType>
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on July 20, 2013, 10:51:36 AM
Lol! already done  ;D, albeit I added it as a separate field thus
<BMRType>Biped</BMRTYPE>
<BMR>8</BMR>

However, I'm thinking of actually editing it further to the following
<BMR type="biped">8</BMR>
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on July 20, 2013, 11:34:16 AM
Lol! already done  ;D, albeit I added it as a separate field thus
<BMRType>Biped</BMRTYPE>
<BMR>8</BMR>

However, I'm thinking of actually editing it further to the following
<BMR type="biped">8</BMR>

In my mind, there has to be a relation between the BMR type and BMR value. So the second one with the type has at attribute may be best.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on July 20, 2013, 04:52:47 PM
I ran into that as well. There are instances where two different BMRs are possible for a creature thus I need to map that BMR to that type. Therefore, I have to implement in that method. That way for a creature with Flight and Biped I will have two <BMR> fields.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: Thom @ ICE on July 20, 2013, 08:30:37 PM
BMR Movement Type does impact BMR.

An 8' long Snake, 8' wingspan eagle, 8' tall ogre, 8' long fish, 8' shoulder height centipede, 8' shoulder height horse.... each have different BMR's.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: trechriron on July 27, 2013, 06:44:49 PM
Various issues we're encountering;

1) If you enter a Talent with the '&' symbol, you cannot open the saved character sheet. The parser is not correctly parsing the '&' symbol.

2) Rank limitations seem to be calculated off of profession level. I though max ranks we're based on total level?

3) The start up of a new character is super annoying. Can't we just have pools of free ranks from profession and culture to assign at the skills tab (over each category)? That pop up is adding a level of workflow requirements that is not needed IMO. There should simply be a pool of ranks listed at the top of the skills tab showing your profession (P) and adolescence (A) free ranks by category. Then there could be a couple new columns showing where the player assigned them (for GM auditing). It would speed up the workflow and remove an additional pop up. When you put ranks into the "ranks" column, it deducts DP. It should not allow you to exceed the free ranks in the pool for the category in any P or A column.

I have several more coming, my group is sending me their lists.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: Thom @ ICE on July 27, 2013, 06:47:26 PM
2 - Confirming - Rank limitations should be based upon total level.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: trechriron on July 27, 2013, 06:51:20 PM
Some more (I'll keep updating as my group sends them to me);

Suggestion: There should be a "GM Audit Sheet" that a player can print out and show HOW they spent DPs on a level up or in character creation. Then the GM could open the character and view it. Bonus points if this sheet is printable!

3. The warrior mage spell stats are incorrect by default in the builder, its using presence/self discipline instead of reasoning/self discipline
4. autoharp doesn't prompt for choosing where to apply the professional bonuses - I'm guessing this is in the pop up, which I hate. I would rather have more columns in the skills area. In fact, a second section towards the bottom that displayed any special bonuses you get by profession and a place to assign them would be great (this is after all a core part of each profession). This should also be added to the "GM Audit Sheet".
5. when attributes change the skils don't autoupdate to display the attribute bonus changes
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: trechriron on July 27, 2013, 06:56:51 PM
6. (From Phil) During character creation it asks you to place your Adol. ranks and your starting profession ranks. Its on the second or third window.

If I use my scroll wheel while having having the skill ranks selected the program crashes outright. Sometimes it does this randomly while distributing DP after leveling up a character.

From Phil - "Windows 7 64x, its been crashing left and right on me while I try and level up. Super frustrating but I can pump out my final character in just a few minutes if it would let me finish and save. Going to try it on an old Vista machine here and see if it has better stability (lol)"

I'm collecting all OS version info and will post that here in a moment. Is there any other specs that will be useful in diagnosing issues?

Trent - Windows 7 Professional x64.
Phil - Windows 7 Professional x64.
Matt - Windows 7 Professional x64.

(Computer nerds...  I think we can drum up a Windows 8 box for some version testing, have to look into that)
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: trechriron on July 27, 2013, 07:03:10 PM
As per 6 above (from Phil):

Error as follows:

C:\wxWidgets-2.8.1\include/wx/arrstr.h(179): assert "nIndex < m_nCount" failed in Item(): wxArrayString: index out of bounds
Do you want to stop the program?
You can also choose {Cancel} to suppress further warnings.

End error.

No matter the selection the programs is unresponsive and crashes.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: trechriron on July 27, 2013, 07:09:47 PM
I'm not seeing any special bonus added to my Outdoor skills for the Survivalist talent. Shouldn't I see that in the skills tab?
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: trechriron on July 27, 2013, 07:14:44 PM
8.  Race Talents list a cost of 999. Even if having a '999' is a programmatic requirement, it should display a cost of "0".

9.  The links in the About pop up try to open in the applications own frame. These should open in the OS default operating system. They are difficult to see and navigate in the application frame.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: trechriron on July 27, 2013, 07:25:13 PM
Skills Tab - Assigning Ranks

How do I know, when I'm spending ranks in the Skills tab how many DP I have left?  How do I know if I've reached max ranks?

I really believe the "add a level" and "start a character" pop ups should be eliminated. There should be columns for profession ranks, adolescence ranks, profession ranks and all the bonuses. There should be a display of total and spent DP at the top of the screen somewhere so I can see what I have remaining. This pool should update with any changes made.

Traits Tab

What is the Dev Points field doing? It doesn't seem to update except when I add a level. It's also adding the pool after the Talent selection I make (so it doesn't show the total DP I have). I feel this should be moved to the summary at the top, and should probably show a total (based on total level), spent on talents, spent on skills, remaining. This would give you a quick view into where you're at when creating a character.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: trechriron on July 27, 2013, 07:52:27 PM
10. Mage spells cost 3DP per rank? I thought spell casting was under Mystical Arts category and therefor a favored category Mages/Warrior Mages? These would then be 2DP per rank. I'm not aware of any 3DP costs unless maybe you are counting a training package?
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on July 28, 2013, 07:05:13 AM
I'm not seeing any special bonus added to my Outdoor skills for the Survivalist talent. Shouldn't I see that in the skills tab?

In my experience, all talents that add bonuses, these bonuses must be added manually.

8.  Race Talents list a cost of 999. Even if having a '999' is a programmatic requirement, it should display a cost of "0".

Those are race or monster talents that cannot be purchased normally. Perhaps they should not be displayed in the selection list during character development but only on the character form where they are normally listed.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on July 28, 2013, 07:08:21 AM
As per 6 above (from Phil):

Error as follows:

C:\wxWidgets-2.8.1\include/wx/arrstr.h(179): assert "nIndex < m_nCount" failed in Item(): wxArrayString: index out of bounds
Do you want to stop the program?
You can also choose {Cancel} to suppress further warnings.

End error.

No matter the selection the programs is unresponsive and crashes.

I have also had this issue on occasion, but I have not been able reproduce it consistently to find the sequence of events which produce it.

I'm also on Windows 7 x64.

About 99% of the time, I can produce characters without running into any issues. I'm waiting for the next version to continue testing on my end.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on July 30, 2013, 10:17:40 AM
Various issues we're encountering;

1) If you enter a Talent with the '&' symbol, you cannot open the saved character sheet. The parser is not correctly parsing the '&' symbol.

2) Rank limitations seem to be calculated off of profession level. I though max ranks we're based on total level?

3) The start up of a new character is super annoying. Can't we just have pools of free ranks from profession and culture to assign at the skills tab (over each category)? That pop up is adding a level of workflow requirements that is not needed IMO. There should simply be a pool of ranks listed at the top of the skills tab showing your profession (P) and adolescence (A) free ranks by category. Then there could be a couple new columns showing where the player assigned them (for GM auditing). It would speed up the workflow and remove an additional pop up. When you put ranks into the "ranks" column, it deducts DP. It should not allow you to exceed the free ranks in the pool for the category in any P or A column.

I have several more coming, my group is sending me their lists.

I'm sorry you are having issues. It seems there are issues with the Ampersand throughout the whole application. I have been removing them and thought I got them all. Apparently not. Replacing the & with and, is the current workaround.

2) Will write this one up.

3) The wizard was a solution in order to create a workflow that one does when creating a character sheet. I can look into finding new ways to implement this in the future. As for your last sentence, do you mean that you are able to puts ranks into a skill after the DP are spent? If so then that is a bug.

4) GM Audit Sheet added as enhancement request

5) Warrior Mage ticket added

6) as per where to put the profession bonuses, there are two columns on the New Character wizard on page 3. The left is for adolescence and the right is for profession. The list on the top is prefixed with a (A) for adolescence and a (P) for profession. You shouldn't be able to add profession ranks for an adolescence selection and vice versa.

7) "when attributes change the skils don't autoupdate to display the attribute bonus changes": Which attributes are we talking about? There is a known bug where Armor Penalty is not a part of the skill total bonus. But I'm unsure as to which attributes you are mentioning here.

8. Scroll wheel causing a crash. I'm not sure what is going on there. I currently run Windows 7 x64 myself and this is not an issue for me, however it has been known to happen to me rarely. I can get a character sheet going 99.9% of the time. Does it happen when he adds a single rank or when he lets the wheel freely fly until it can't add anymore?

9) "I'm not seeing any special bonus added to my Outdoor skills for the Survivalist talent. Shouldn't I see that in the skills tab?" No... adding talents doesn't effect the skills tab or any other tab at all. This is because the complexity of some talents makes it rather difficult to pinpoint where to add the bonuses. In some cases it is easy like in Survivalist, however if I couldn't do it all the time I decided to just make it manual all the time. Currently you have to update the skills or whatever values need to be updated yourself when adding a talent.

10)  Race Talents list a cost of 999. Even if having a '999' is a programmatic requirement, it should display a cost of "0". Ticket wrote up. I display these talents because you "never know" when a user might want to add it to the character sheet anyways. AutoHARP is somewhat freeform. It won't make things that usually cannot happen impossible.

11).  The links in the About pop up try to open in the applications own frame. These should open in the OS default operating system. They are difficult to see and navigate in the application frame. Ticket wrote up.

12) How do I know, when I'm spending ranks in the Skills tab how many DP I have left?  How do I know if I've reached max ranks? You should be using the new level wizard when adding a level. The development points are labeled in the header of the new level wizard.

13) The development points field in the traits tab is there to show what development points you had left after creating a new level for your character. You can change this field if you want the player to have more or less development points when adding a new level as the development points in the new level wizard are augmented based on this field. The field is only updated through the new level wizard. No other task will update this field outside the user changing it themselves.

14. Mage spells cost 3DP per rank? I thought spell casting was under Mystical Arts category and therefor a favored category Mages/Warrior Mages? These would then be 2DP per rank. I'm not aware of any 3DP costs unless maybe you are counting a training package? Huh! This could be something that was based on old house rules before AutoHARP went public. I'll look into it. For a workaround, try setting that field to Category Favored by right clicking the category and selected Set Category as Favored. That might reset the category to cost 2DP.

Again sorry for the issues.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on July 30, 2013, 11:48:00 AM
7) "when attributes change the skils don't autoupdate to display the attribute bonus changes": Which attributes are we talking about? There is a known bug where Armor Penalty is not a part of the skill total bonus. But I'm unsure as to which attributes you are mentioning here.

I believe there already was a ticket for this where a change in any attribute was not reflected in the character sheet unless it was saved and then reloaded. In my case it was Strength that gave me an issue. This is on my list of thing to test in the next version.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on July 30, 2013, 04:29:29 PM
Ah if that is the case then version 1.0.3 will address this. Something new in addition to this, I have also made the racial stat editable.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on August 04, 2013, 08:39:45 AM
10. Mage spells cost 3DP per rank? I thought spell casting was under Mystical Arts category and therefor a favored category Mages/Warrior Mages? These would then be 2DP per rank. I'm not aware of any 3DP costs unless maybe you are counting a training package?

Unfortunately I cannot find where this issue is located. Could you elaborate some more on how I can recreate this issue? It will make pinpointing the problem faster.

Thanks!
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on August 14, 2013, 07:13:24 PM
Beta testing version 1.0.3 Standard Harp Fantasy

Test character: Dwarf/Deep Warren/Rogue.

Error found:
DP cost for spells is 4 should be 2. DP cost for spells should be the same as Mystical Arts for the given profession.

Is this data in the database?
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on August 15, 2013, 08:36:50 PM
What profession did you choose?
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on August 16, 2013, 06:05:43 AM
What profession did you choose?

That was indicated in my post. ;)

Test character: Dwarf/Deep Warren/Rogue.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on August 16, 2013, 08:12:30 AM
Oh! Sorry. Missed that.  :-[

Rogue. From memory I don't recall any spell lists for Rogue other than Universal so I'm assuming then the Universal Sphere in the application is still at cost 4. I see in the code that I only check for the profession matched spell and set that to the Mystical arts category cost. I have now added logic to find the Universal sphere and set that also to the Mystical arts category cost.  I'll add a ticket.  :)

There also seems to be some missing database logic as well for this. That is, in order for the Mystical Arts category to update the Category Spheres, there must be a node within the Profession Node called <SpellStats> where it lists the stats for the spells for that profession. The can be different for some professions. I have now made sure each profession has this node regardless if it useful information or not.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on August 16, 2013, 08:38:19 AM
Actually... after further review if you add the following to Rogue under FavoredCategories
Code: [Select]
            <Category>
                <Name>Spells: Universal</Name>
                <Ranks>0</Ranks>
            </Category>
That should make it Cost 2. So yes... this can be fixed with the database alone.  ;)
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on August 16, 2013, 08:56:50 AM
Actually... after further review if you add the following to Rogue under FavoredCategories
Code: [Select]
            <Category>
                <Name>Spells: Universal</Name>
                <Ranks>0</Ranks>
            </Category>
That should make it Cost 2. So yes... this can be fixed with the database alone.  ;)

I will try this as soon as a can. Technically all spells are skills within the Mystical Arts category, but whatever works is fine with me.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on August 16, 2013, 11:34:14 AM
I pushed the skills into Sphere categories because it added a level of complexity to the Mystical Arts category I did not want to implement. It would  mean I needed logic for sub-sub skills. Also Spheres have a lot going on for them besides just being a skill so having them outside in their own category was a lot easier in the long haul. The end result is the same, it just looks a little different.  ;)
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: Thom @ ICE on August 16, 2013, 12:31:27 PM
Since Rogues don't have their own sphere - but they do have Mystical Arts as a favored category, the only spells they get access to (without Arcane Circle or Arcane Power) at DP=2/rank costing are the Universal spells.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on August 16, 2013, 02:35:43 PM
I pushed the skills into Sphere categories because it added a level of complexity to the Mystical Arts category I did not want to implement. It would  mean I needed logic for sub-sub skills. Also Spheres have a lot going on for them besides just being a skill so having them outside in their own category was a lot easier in the long haul. The end result is the same, it just looks a little different.  ;)

I actually though of that when I was working on my own software. The class structure that I came up with allowed for any number of layers of categories.

Since Rogues don't have their own sphere - but they do have Mystical Arts as a favored category, the only spells they get access to (without Arcane Circle or Arcane Power) at DP=2/rank costing are the Universal spells.

My understanding is that AutoHarp doesn't actually impose that limit. The fix through the database would give the Universal sphere the 2DP/rank cost but not the other spheres unless all the spheres were added as favored categories. So if a Rogue character invests some DPs into Arcane Power there could be a problem because that new sphere would also need to be at 2DP/rank.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on August 17, 2013, 01:59:13 PM
My understanding is that AutoHarp doesn't actually impose that limit. The fix through the database would give the Universal sphere the 2DP/rank cost but not the other spheres unless all the spheres were added as favored categories. So if a Rogue character invests some DPs into Arcane Power there could be a problem because that new sphere would also need to be at 2DP/rank.

There is no problem there with AutoHARP. If you want any Sphere to be DP cost 2 just right click the sphere category and declare it as favored. You can even set individual spells to cost 2. So there is no limitation to editing the spell costs even after the character is created. Marking a category as favored in AutoHARP really just lets the application know that category and everything in it is cost 2.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on August 17, 2013, 02:14:56 PM
My understanding is that AutoHarp doesn't actually impose that limit. The fix through the database would give the Universal sphere the 2DP/rank cost but not the other spheres unless all the spheres were added as favored categories. So if a Rogue character invests some DPs into Arcane Power there could be a problem because that new sphere would also need to be at 2DP/rank.

There is no problem there with AutoHARP. If you want any Sphere to be DP cost 2 just right click the sphere category and declare it as favored. You can even set individual spells to cost 2. So there is no limitation to editing the spell costs even after the character is created. Marking a category as favored in AutoHARP really just lets the application know that category and everything in it is cost 2.


That works for me :)

It never occurred to me to right click on a skill category to see what options there were. Nice feature.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on August 17, 2013, 09:49:13 PM
It never occurred to me to right click on a skill category to see what options there were. Nice feature.

Lots of options. The one I particularly like is the Rebuild Category option. I didn't realize the right-click feature was not known by most. So here are some other things people might have missed.

1) Whatever you can do with the Skills in the main character sheet, you can do the *same* thing in the New Level wizard. They have the same features.
2) You can right click a category, skill or a subskill and get different features.
3) You can delete skills in a category and get them back later by rebuilding the category.
4) You can import an attack from a melee or missile skill. A much faster way of adding attacks to the defense tab attack section.
5) By making a skill favored, this makes the skill show up on the front page. Favored skills have a different color indicating they are favored.
 8)
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on August 18, 2013, 07:21:53 PM
I also noticed that you can add a skill to a category, but that skill is only added to that character and not the database.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on August 19, 2013, 08:12:49 AM
Yes, all changes to the character sheet do not effect the database in any way. Each character sheet is autonomous. In time I should have a front end to the database where a person can start editing that database.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on August 27, 2013, 02:34:51 PM
I just discovered the bug where apparently Mystical Arts becomes a Cost of 3DP rather than 2DP. This is caused when you add an additional profession during leveling up and that profession happens to have Mystical Arts as favored when it wasn't before, or vice versa. This bug has now been replicated and addressed in the next version.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on August 27, 2013, 04:15:05 PM
I get a bug when creating a Harp SF character. The wizard does not allow me to go beyond the profession selection screen. The next button doe nothing and I do not get any warnings or error messages.

 ???
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on August 31, 2013, 05:23:27 PM
I sure hope that is a database issue I can patch with a simple workaround. I'm a bit surprised this hasn't been reported until now.  :o I'll check it out ASAP.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on August 31, 2013, 06:09:07 PM
The issue above can be fixed with a database fix but it should have also been something done in the code itself, which is something I have now addressed with the new version coming out when I finish up with my NewLevel stuff. This is a major issue that I'm surprised hasn't been reported. I apologize for the issue, but since I know I have Sci-Fi users please don't hesitate to report issues like this. They should never come up, but in the software world, it's not a rare happenstance. I'm trying to figure out which direction to go and I'm thinking a database update may be the best. I'll send it out as version 1.0.3.1
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on August 31, 2013, 07:29:21 PM
It isn't a rush for me. I will be quite happy to wait for the next version. I'm just started trying out the HarpSF part and I don't yet have the books (getting them during to week).

I'm surprise this wasn't reported since it is pretty impossible to actually complete a character. Perhaps it is something new with 1.0.3 since I haven't tried HarpSF before now.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on September 01, 2013, 09:10:13 AM
It's possible people who downloaded 1.0.3 saw the bug and went back to 1.0.2. I haven't really been updating Harp Sci-Fi until now so the difference between 1.0.2 and 1.0.3 on the Sci-Fi end of things should be minimal. I'm thinking a recent code change made the database issues come to the surface since the code is shared by both databases: Fantasy and Sci-Fi. I guess this makes it pretty obvious that I wasn't spending a lot of time with Harp Sci-Fi.  ;) With 1.0.4 that's changed since Sci-Fi XTreme put a lot of focus on that side of the application. Interestingly enough, it was Harp Sci-Fi that forced me to redesign the New Character wizard, and now it's College of Magics that has forced me to redesign the New Level wizard. Both wizards are going to look quite different in 1.0.4.  8)
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on September 01, 2013, 09:49:30 AM
Can't wait to play with it. 18 of my 20 test characters require College of Magic to test accurately. But so far it been pretty smooth sailing when I tested.

 ;D
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on September 01, 2013, 06:06:13 PM
I can't wait for people to see it as well. I'm going to have a few pleasant surprises for everyone with this new release. I'll keep that under wraps until the release date.  ;D Right now College of Magics is going smoothly. I have a couple more things to add and then it's testing time for everything.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on September 02, 2013, 07:48:35 AM
Harp Sci-Fi Update 1.0.3.1 Now available!

This update fixes database issues that prevented users from making new character sheets. If there are any other issues with Harp Sci-Fi or Harp Fantasy please do not hesitate to report them here. I check this forum often and I try to keep up with issues and will make necessary updates based on the severity of the issue itself. Please report anything that you feel may be wrong or any questions you may have. If you are not satisfied with the software, I would like to know so I can work to make the application better.

Thank you! ;D
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on September 02, 2013, 08:43:25 AM
I managed to complete a character for sci-fi with the new database. I notice a minor issue in the new character wizard when doing the adolescent and professional ranks. An adolescent rank that I placed had disappeared when I did the professional ranks in the category. The rank was not lost and was still part of the character when completed. This might be a moot point since that wizard has already been change, so I've been told.

But the test case is: Human/Militaristic/Soldier, I added a rank in Brawling for the Adolescence pool, and when I got the the Combat category again for the professional ranks it was no longer displayed the rank in Brawling.

I'll be doing more testing once I get the books and read them.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on September 02, 2013, 09:05:56 PM
Yeah, the whole Adolescence Ranks and profession ranks have been completely retooled so this could very well have been addressed. I'll be sure to keep an eye for this though, however initial testing would indicate this issue is resolved.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on September 20, 2013, 01:35:59 PM
I have discovered or at least learn what is causing my problems under ubuntu. Apparently i have to upgrade to a newer version of Ubuntu or else I cannot use wxWidgets 2.9.4. So I am upgrading my netbook now and hopefully I can have this wrapped up in a few days. Sorry for the delay with all of this but there will soon be a 1.0.4 version for Ubuntu users.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: Tzeentch on September 23, 2013, 09:17:27 PM
How would I go about using the Skill Flexibility talent?

What I did is change the cost to 2 for the chosen skill, but when I level up, it still cost 4, even if it says 2 in the cost column.
Actually, is that also a bug?  I tried changing the cost to a whole set of skills and it doesn't do anything, the cost always remains the same, even though the cost column says otherwise.

I also tried locking all the skills from a category except the one I want to chose for the talent and then favoring the category.  When I do that the cost for the skill becomes 2 and all the rest of the cost stay at 4.  But when I level up all the skills from the category are bought at 2DP, even those that say 4 in the cost column.

Are these bugs, or is there something I'm doing incorrectly?
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on September 24, 2013, 03:24:48 PM
I checked this out and low and behold it is a bug. The cost is looking at the Category Cost and not the individual skill cost where it is supposed to look. Changing the category cost changes all skills and subskills to that cost and therefore updates each skill and subskill individual cost. So, you are doing it right, I have it setup in the program wrong. This will make it into the 1.0.4 release. Thanks for spotting that.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on September 24, 2013, 03:30:36 PM
Have you seen the emails I have sent you for the issues I found?
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on September 24, 2013, 04:13:13 PM
Looking at them now. Thanks! 8)
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on November 12, 2013, 02:58:55 PM
Now with 1.0.4 out which has a lot of new features and updates, I am always looking for ways to make AutoHARP better. I see that the ratings on source forge got 2 votes for 4 stars which means there is definitely improvements to be made, but I don't see a lot of reports coming in. I'm always open for new ideas and definitely issues you come across. You can either post them here or at SourceForge.

Thanks for using AutoHARP!  8)
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: Judas on November 27, 2013, 01:11:33 PM
Fooling around with AutoHARP today and I have a couple more questions and suggestions.

Can you explain what the "Base Rules" boolean does when Managing Books? Checked in the forums and my search skills are failing me, sorry if it has already been explained. I'm just not tracking. I have AutoHARP Fantasy 1.0.4 with the Martial Law and College of Magics databases. The checkbox clearly enables or disables a chapter, but I don't understand what the boolean does.

Why do we have to assign the Racial and Common Spoken/Written ranks in adolescence? Just curious. It seems they are like the other skills that are preassigned for you.

Errata
1. The Magestaff spell is missing for Mage and The Magician.

Issues
1. On the skill list for adolescence/profession, you can bring up the add/subtract ranks box on categories. You cannot buy ranks, but it does come up. This doesn't occur on any other skill list. Just thought I would mention it.

Suggestions
1. It would be pretty nice if all the skill lists had a skill description box off to the side somewhere, or a description popup on double-click. This would be especially helpful when buying spells.
2. It would be helpful if the profession bonuses (e.g. Fighters get +10 to any combat skill of their choice every third level) were somewhere on the printed character sheet. I watched a friend build a fighter last night and he completely forgot this bonus, even with the popup. All my players always forget this bonus. I know, you can't save everyone from themselves. :)  I have a home-brewed generator that I've thrown in the trash now that you have an official one. What I did was add the profession bonuses as an additional talent that would print with the rest of the talents. Just my two cents.
3. When selecting profession talents (e.g. Theif selects one from Assassin Training, Master Burglar, Master Pickpocket), a description for the talents would be handy. Either a description box off to the side or double-click popup would work.
4. On the skill lists, maybe an "expand all" and "collapse all" right-click option? I keep looking for one so it must be a natural option in my brain.
5. How about a skill filter for "Favored"?
6. How about a skill filter for "Skills with Ranks"? I would LOVE this one, especially after the first couple of levels.
7. When making a Cleric selected spells are mixed in with all the other Cleric spells. Not sure how you could separate them, but it is a little confusing.
8. How about a tab that is a truncated version of the first page of the printed character sheet so that AutoHARP can be utilized as a character sheet at the tabletop? It wouldn't need to have everything from the printed sheet, for instance I don't think traits, picture, or Stat bonus breakout is necessary. It's actually fairly close already, but a little too much clicking around to find things. Just thought this would be cool.
9. Any plans for creating custom classes within the interface? I'm too lazy to update XML. Although if it never happens then I don't have to have the inevitable arguments with my players as to why I'm nerfing their custom class.  8)

Thanks again Monk for all the hard work! Lovin' AutoHARP!
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on November 27, 2013, 01:49:55 PM
Errata
1. The Magestaff spell is missing for Mage and The Magician.

After double checking it, the Magestaff spell is only part of the Thaumaturge Circle. (ref. CoM pg 94)

Can ICE/GCP confirm or correct me?
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: Judas on November 27, 2013, 02:09:42 PM
I'm a little confused on this as well. Here's what I found.

HARP Manual, pg 16.

...Magicians are automatically entitled to
add the Magestaff spell (from College of Magics) and six additional
spells, designated as Mage spells from other sourcebooks
to the Magician’s Circle.


CoM, pg 106 (A little out of context here I'll admit)

Both types of spell casting device are created through
the use of spells, namely Holy Symbol (Cleric Sphere) and
Magestaff (Magician and Thaumaturge Circles).


CoM, pg 41 (again, out of context)
A similar distinction exists between Holy Symbol (Cleric)
and Magestaff (Thaumaturge, Magician).


However, as you noted, it is only listed in the Thaumaturge Circle. Also, the spell definition only lists Thaumaturge.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on November 27, 2013, 04:06:37 PM
Fooling around with AutoHARP today and I have a couple more questions and suggestions.

Can you explain what the "Base Rules" boolean does when Managing Books? Checked in the forums and my search skills are failing me, sorry if it has already been explained. I'm just not tracking. I have AutoHARP Fantasy 1.0.4 wit oes.
Base rules are rules that are specific to a book. For example, with Martial Law the defense xml database has different data yet the xml definition is exactly the same. However you can't use both books, you have to pick one. This is where base rules come into play. I try to make sure the base rules are at the top. Perhaps I could do is comment each xml file to tell people what are the base rules for the database file and what are the common rules that should always be included.

Quote
Why do we have to assign the Racial and Common Spoken/Written ranks in adolescence? Just curious. It seems they are like the other skills that are preassigned for you.
The problem was simply trying to keep things as open as possible. When it comes to the linguistics, sure, they should go into their race, but what about hybrids? Then what race do they go into? I didn't want to force the users hand even though 90% of time I'm sure the ranks are going into where they are anticipated. Same thing for Common. Common could be a specific language, not just something called "common". This decision was made just to keep things open.

Quote
Suggestions
1. It would be pretty nice if all the skill lists had a skill description box off to the side somewhere, or a description popup on double-click. This would be especially helpful when buying spells.
The spells do have an updated information box. When you right click the spell, you should get an Spell Information entry on the pop-up window. Having this for skills is next for an update.

Quote
2. It would be helpful if the profession bonuses (e.g. Fighters get +10 to any combat skill of their choice every third level) were somewhere on the printed character sheet. I watched a friend build a fighter last night and he completely forgot this bonus, even with the popup. All my players always forget this bonus. I know, you can't save everyone from themselves. :)  I have a home-brewed generator that I've thrown in the trash now that you have an official one. What I did was add the profession bonuses as an additional talent that would print with the rest of the talents. Just my two cents.
I'll have to think about how to tackle this

Quote
3. When selecting profession talents (e.g. Theif selects one from Assassin Training, Master Burglar, Master Pickpocket), a description for the talents would be handy. Either a description box off to the side or double-click popup would work.
I was thinking about this too and was thinking about adding that in.

Quote
4. On the skill lists, maybe an "expand all" and "collapse all" right-click option? I keep looking for one so it must be a natural option in my brain.
5. How about a skill filter for "Favored"?
6. How about a skill filter for "Skills with Ranks"? I would LOVE this one, especially after the first couple of levels.
7. When making a Cleric selected spells are mixed in with all the other Cleric spells. Not sure how you could separate them, but it is a little confusing.
4: I was thinking of putting in a skills search box. I'm wondering if that might take care of having to search for a skill which is what I think the expand all would help do.
5: That would be good idea
6: Again, excellent idea.
7: I suppose I could make sure the Cleric spells that are cost 2 are on the top and the spells at cost 4 are underneath.

Quote
8. How about a tab that is a truncated version of the first page of the printed character sheet so that AutoHARP can be utilized as a character sheet at the tabletop? It wouldn't need to have everything from the printed sheet, for instance I don't think traits, picture, or Stat bonus breakout is necessary. It's actually fairly close already, but a little too much clicking around to find things. Just thought this would be cool.
9. Any plans for creating custom classes within the interface? I'm too lazy to update XML. Although if it never happens then I don't have to have the inevitable arguments with my players as to why I'm nerfing their custom class.  8)
8: I always envisioned a person making a PDF of the character sheet, and then making a book with bookmarks and using PDF. Granted, having it a part of AutoHARP would be better in order to update the character sheet along the way. I'll have to think about how to go about doing this. I might see if WxWidgets can create a PDF on the fly. that would be a neat thing. Once you have created a campaign file, then you can create a PDF based on the file. If you update the sheets, you can recreate the campaign file. I'm not a fan of having it as a tab only because you don't have a lot of real-estate. I'm thinking having a way to make a dynamic PDF is the way to go here.
9: Custom classes such as custom races, professions and cultures. I'm thinking about that, but that may be down the road a ways.

Quote
Thanks again Monk for all the hard work! Lovin' AutoHARP!


Thank you! I'm glad I'm getting these requests. You're the second and both of you have some excellent ideas. I'm always looking for ways to make it better and the user is usually the best person to ask. It's nice to get the real world usage out of it to see what works and what doesn't. I'm hoping one day someone will do something like this with the Combat Tracker. I'm wondering if anyone has used it. That part of the application is awfully quiet.  8)
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on November 27, 2013, 04:37:50 PM
Thank you! I'm glad I'm getting these requests. You're the second and both of you have some excellent ideas. I'm always looking for ways to make it better and the user is usually the best person to ask. It's nice to get the real world usage out of it to see what works and what doesn't. I'm hoping one day someone will do something like this with the Combat Tracker. I'm wondering if anyone has used it. That part of the application is awfully quiet.  8)

That's coming soon.  ;)
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: Judas on November 27, 2013, 04:49:16 PM
I took a shot at the Combat Tracker the other day actually and to be honest I had a lot of trouble. For instance, I imported two characters and setup the relevant stuff for attacking each other. I selected the first guy, clicked the roll button, then clicked the attack button. I see the roll result, but no critical results. If I do not click the roll button and just click attack it will say I fumbled and to click attack again for fumble results. When I do that I get fumble results.

Also, when trying to apply a spell to a character I just received a lot of path not found or unable to open file errors. I don't remember exactly but I'll do it again later and get you the specific errors.

I would be happy to play with it some more to get you some feedback, but personally I won't be using the Combat Tracker at the table. Primarily because we use a bastardized set of HARP, RM Criticals, SPAR, and House rules for combat which obviously won't work with it. My best guess is that may be the issue for others as well. That being said, it looks bad ass and if we were using standard rules I would be all over it.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: Judas on November 27, 2013, 05:13:32 PM
Here you go. I opened the Active Spell pane, right-click, selected Add Spell and this is what I got.

3:06:27 PM: can't open file 'Harp Databases/Harp Fantasy//Harp Databases/Harp Fantasy/Martial Law/SpellsFromMartialLaw.xml' (error 3: the system cannot find the path specified.)
3:06:27 PM: can't open file 'Harp Databases/Harp Fantasy//Harp Databases/Harp Fantasy/College of Magics/SpellsFromCollegeOfMagics.xml' (error 3: the system cannot find the path specified.)
3:06:27 PM: can't open file 'Harp Databases/Harp Fantasy//Harp Databases/Harp Fantasy/Harp Fantasy/SpellsFromCoreRules.xml' (error 3: the system cannot find the path specified.)
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: Judas on November 29, 2013, 04:14:43 PM
Happy day after Thanksgiving!

Alright, players are starting to email me their character sheets for the game tomorrow and I'm noticing some new issues.

1. If a player selected a picture for their character in AutoHARP on their PC when I load up their XML file I will not have that picture on my computer. AutoHARP will throw an error and everything works fine if I click "cancel", although it keeps throwing the error every time it needs to access the pic. I just jumped into the XML file and removed the pic's path, but there should probably be some error handling on missing mugshots.
2. It appears the printed character sheet is miscalculating the Defensive Bonus section for QU*2-AP. The character has a QU of 2 and AP of -31 (need to talk to him about that AP ::)). The printed sheet shows 35, but it should be the min of 0. My guess is your calculating ((2*2) - -31) and not ((2*2) + -31). The total DB is calculated correctly by the way, so it is just on that particular line of the DB section.

If we find anything else I'll be back.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on December 26, 2013, 11:23:40 AM
Just noticed the following issues when using AutoHarp.

The subskills appear to always use the Stats defined in the main skill, even if the subskill has different stats. When I edit the subskill in Autoharp to correct the stats it then uses the new stats.

Occasionally, the Skills do not calculate the skill bonus properly. For instance, I had a skill with 6 ranks, stat bonus of 6 (3+3). AutoHarp calculated a total skill bonus of +34. It should have been +36 ( (5*6)+6). I forced Autoharp to recalculate by adding a +0 talent bonus and I got the correct final bonus.

On the Character sheet, the Qu*2 - AP is not reported properly. My character had a Qu bonus of 1 and an AP of -2. So the total is 0, but the character sheet reported 4. The Total DB (2) was correct though.

The last issue is on the character sheet and is probably because I changed something in the skills. The Resistance Rolls are not reported properly. I think is is because I changed the skill Resistance from 3 skills to a skill with 3 subskills.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: The Dude on February 20, 2014, 05:43:20 AM
Might be an issue...
AutoHARP crashes when trying to print character sheets with long text blocks in Description, Background and Goals.

I might suggest putting those info blocks on their own page for the next revision.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: The Dude on February 21, 2014, 06:14:46 AM
Version 1.04 -- All the Resistance rolls are set for SD/Co -- Magic is In/In, Will is SD/SD and Stamina is Co/Co -- good thing we can set this right without fuss.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on February 21, 2014, 07:00:59 AM
Version 1.04 -- All the Resistance rolls are set for SD/Co -- Magic is In/In, Will is SD/SD and Stamina is Co/Co -- good thing we can set this right without fuss.

I think this issue has already been raised. You can go into the AutoHARP\Harp Databases\Harp Fantasy\Harp Fantasy\SkillsFormCoreRules.xml file and manually change it to the following block:

Code: [Select]
        <Skill name="Resistance- Stamina">
            <Name>Resistance- Stamina</Name>
            <Stats>
                <Stat>Constitution</Stat>
                <Stat>Constitution</Stat>
            </Stats>
            <Resolution>Special</Resolution>
            <Description>This skill must be learned separately for the three different types of Resistance Rolls; Stamina, Will, and Magic. Each version of this skill has a different set of stats that are used. Resistance: Stamina uses Co/Co, Resistance: Will uses SD/SD, and Resistance: Magic uses In/In. Your total bonus for this skill includes your skill rank bonus, your stats, and the appropriate RR Bonus from the Racial Characteristics Table on page 19. The total skill bonus is then used as the modifier for any Resistance Rolls that the character has to make. Hint: Be sure your character has at least one rank in all three versions of this skill.</Description>
            <SubSkillOnly>false</SubSkillOnly>
        </Skill>
        <Skill name="Resistance- Will">
            <Name>Resistance- Will</Name>
            <Stats>
                <Stat>Self Discipline</Stat>
                <Stat>Self Discipline</Stat>
           </Stats>
            <Resolution>Special</Resolution>
            <Description>This skill must be learned separately for the three different types of Resistance Rolls; Stamina, Will, and Magic. Each version of this skill has a different set of stats that are used. Resistance: Stamina uses Co/Co, Resistance: Will uses SD/SD, and Resistance: Magic uses In/In. Your total bonus for this skill includes your skill rank bonus, your stats, and the appropriate RR Bonus from the Racial Characteristics Table on page 19. The total skill bonus is then used as the modifier for any Resistance Rolls that the character has to make. Hint: Be sure your character has at least one rank in all three versions of this skill.</Description>
            <SubSkillOnly>false</SubSkillOnly>
        </Skill>
        <Skill name="Resistance- Magic">
            <Name>Resistance- Magic</Name>
            <Stats>
                <Stat>Insight</Stat>
                <Stat>Insight</Stat>
            </Stats>
            <Resolution>Special</Resolution>
            <Description>This skill must be learned separately for the three different types of Resistance Rolls; Stamina, Will, and Magic. Each version of this skill has a different set of stats that are used. Resistance: Stamina uses Co/Co, Resistance: Will uses SD/SD, and Resistance: Magic uses In/In. Your total bonus for this skill includes your skill rank bonus, your stats, and the appropriate RR Bonus from the Racial Characteristics Table on page 19. The total skill bonus is then used as the modifier for any Resistance Rolls that the character has to make. Hint: Be sure your character has at least one rank in all three versions of this skill.</Description>
            <SubSkillOnly>false</SubSkillOnly>
        </Skill>

Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: The Dude on February 21, 2014, 11:01:30 PM
Thanks. I should really take a look at the xml files to see how I can add in some of the other classes, like from the old Codex and Harper's Bazaar.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on March 20, 2014, 12:11:31 PM
AutoHarp tends to crash when I print.

I can only print if I start AutoHarp, then open a character and then print. If I do anything before printing it crashes.

I don't get any specific error messages, only Windows telling me that AutoHarp has stopped working.

:(
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on March 20, 2014, 03:56:25 PM
Send me your xml character sheet to perfecthundred@gmail.com and I will see what is causing the crash.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: DavidKlecker on March 20, 2014, 04:22:20 PM
IMPORTANT!

I have just been told of a rather serious issue that can cause AutoHarp to crash. It happens if you add the Knight Training Package or any training package where the description contains an html tag. To fix or resolve the issue, open your character sheet xml file and go to the section that lists the Training Packages. Look up at the description of your training packages and make sure there isn't any html tags present like a <p> tag or a <br> tag. If any exist, remove them. The same goes for Talent Descriptions.

Here is an example.

Code: [Select]
<TrainingPackages>
<TrainingPackage>
<TrainingPackageName> Knight </TrainingPackageName>
<Description> Impenetrable armor, swords sharp as razors, strong steeds, and acts of valor. These are what define the Knight. These are the individuals that legends are made of. Songs will be sung and stories told of the great deeds performed by this courageous warrior. Normally, a Knight is in service to a king or high ranking noble. <p> They have only one responsibility and that is duty to their liege lord. No matter the order or quest, their goal is to complete it at all costs. During their down time of service to their lord, you can often find Knights wandering the countryside saving the occasional maiden or slaying the random dragon. </Description>
<Cost> 0 </Cost>
<DBLocation> Harp Databases/Harp Fantasy/Martial Law/TrainingPackagesFromMartialLaw.xml </DBLocation>
<CategorySkillSubSkill> Physical:Armor: </CategorySkillSubSkill>
<CategorySkillSubSkill> Combat:Combat Style:Mounted Combat </CategorySkillSubSkill>
<CategorySkillSubSkill> Outdoor:Riding: </CategorySkillSubSkill>
<CategorySkillSubSkill> Combat:Melee Weapon:1 Handed Edge- Long Blades </CategorySkillSubSkill>
<CategorySkillSubSkill> Combat:Melee Weapon:Polearms - Polearms </CategorySkillSubSkill>
</TrainingPackage>
</TrainingPackages>

The above is a section from my character sheet xml file. You will notice in the description for the training package there is a <p> tag. This will cause AutoHarp to crash. Sometimes it might not crash it may just display a malformed xml warning but not open the character sheet. In any event, remove the <p> tag and save. Character should open and application should work now.

The next version resolves this issue and accepts the html tags as they are written in the database.

Note: You might be tempted if you know the fix here to insert a <![CDATA[]]> around the text for the Description tag. This is what is supposed to be there but isn't. This will not work. It will be read fine but when you save the CDATA will disappear. This is because CDATA is formatting indicator telling the parser that HTML exists in this section and to treat it as such. The parser removes the CDATA. The application needs to replace the CDATA which is what the new version does.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on March 20, 2014, 07:04:29 PM
I think I'll need to send you my entire database in that case, since I've made a lot of changes.
Title: Re: AutoHARP 1.0 - Errata - Issues
Post by: dagorhir on March 20, 2014, 07:10:32 PM
IMPORTANT!

I have just been told of a rather serious issue that can cause AutoHarp to crash. It happens if you add the Knight Training Package or any training package where the description contains an html tag. To fix or resolve the issue, open your character sheet xml file and go to the section that lists the Training Packages. Look up at the description of your training packages and make sure there isn't any html tags present like a <p> tag or a <br> tag. If any exist, remove them. The same goes for Talent Descriptions.

Here is an example.

...

The above is a section from my character sheet xml file. You will notice in the description for the training package there is a <p> tag. This will cause AutoHarp to crash. Sometimes it might not crash it may just display a malformed xml warning but not open the character sheet. In any event, remove the <p> tag and save. Character should open and application should work now.

The next version resolves this issue and accepts the html tags as they are written in the database.

Note: You might be tempted if you know the fix here to insert a <![CDATA[]]> around the text for the Description tag. This is what is supposed to be there but isn't. This will not work. It will be read fine but when you save the CDATA will disappear. This is because CDATA is formatting indicator telling the parser that HTML exists in this section and to treat it as such. The parser removes the CDATA. The application needs to replace the CDATA which is what the new version does.

I noticed this today. It didn't cause Autoharp to crash, but characters with certain training packages couldn't be opened.