+ Reply to Thread
Results 1 to 4 of 4

Thread: 5th Cleric Spells listed as 0 Level spells

  1. #1

    Default 5th Cleric Spells listed as 0 Level spells

    I think I have the most current version 1.05
    Started with WF Sorc, then 9 levels of cleric forum post below.

    attached save file


    Code:
    Character Plan by DDO Character Planner Version 1.05
    DDO Character Planner Home Page
    
    stonehealer  
    Level 10 Lawful Good Warforged Male
    (9 Cleric \ 1 Sorcerer) 
    Hit Points: 96
    Spell Points: 675 
    BAB: 6\6\11
    Fortitude: 6
    Reflex: 3
    Will: 13
    
                      Starting            Ending          Feat/Enhancement
                     Base Stats         Base Stats         Modified Stats
    Abilities        (Level 1)          (Level 10)           (Level 10)
    Strength             10                 10                   10
    Dexterity            10                 10                   10
    Constitution         10                 10                   10
    Intelligence         10                 10                   10
    Wisdom               16                 18                   21
    Charisma             12                 12                   12
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 10)          (Level 10)
    Balance               0                  0                    0
    Bluff                 1                  1                    1
    Concentration         4                 13                   13
    Diplomacy             1                  1                    1
    Disable Device        0                  0                    0
    Haggle                1                  1                    1
    Heal                  3                 14                   14
    Hide                  0                  0                    0
    Intimidate            1                  1                    1
    Jump                  0                  0                    0
    Listen                3                  5                    5
    Move Silently         0                  0                    0
    Open Lock             0                  0                    0
    Perform               1                  1                    1
    Repair                2                  2                    2
    Search                0                  0                    0
    Spot                  3                  5                    5
    Swim                  0                  0                    0
    Tumble                0                  0                    0
    Use Magic Device      1                  1                    1
    
    Final Enhancements
    Enhancement:Cleric's Wisdom III
    Enhancement:Energy of the Zealot IX
    Enhancement:Improved Empower Healing II
    Enhancement:Greater Devotion III
    
    Level 1 (Sorcerer)
    Skill: Concentration (+4)
    Skill: Repair (+2)
    Feat: (Selected) Mithral Body
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Sneak
    Feat: (Automatic) Warforged Resistances
    Spell (1): Repair Light Damage
    Spell (1): Burning Hands
    Enhancement:Combustion I
    Enhancement:Reconstruction I
    Enhancement:Energy of the Dragonblooded I
    Enhancement:Warforged Durability I
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    Enhancement:Divine Vitality I
    Enhancement:Extra Turning I
    Enhancement:Energy of the Dragonblooded I
    Enhancement:Devotion I
    
    Level 3 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Empower Healing Spell
    Feat: (Automatic) Defensive Fighting
    Enhancement:Cleric's Wisdom I
    Enhancement:Energy of the Zealot II
    Enhancement:Improved Empower Healing I
    Enhancement:Improved Devotion I
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Spell (2): Aid
    Spell (2): Bear's Endurance
    Spell (2): Bull's Strength
    Spell (2): Cure Moderate Wounds
    Spell (2): Eagle's Spendor
    Spell (2): Find Traps
    Spell (2): Hold Person
    Spell (2): Inflict Moderate Wounds
    Spell (2): Lesser Restoration
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy: Acid
    Spell (2): Resist Energy: Cold
    Spell (2): Resist Energy: Electricity
    Spell (2): Resist Energy: Fire
    Spell (2): Resist Energy: Sonic
    Spell (2): Soundburst
    Spell (2): Summon Monster II
    Enhancement:Cleric's Wisdom I
    Enhancement:Energy of the Zealot III
    Enhancement:Improved Empower Healing I
    Enhancement:Devotion II
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Enhancement:Devotion II
    Enhancement:Energy of the Zealot IV
    Enhancement:Improved Empower Healing I
    Enhancement:Greater Devotion I
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Mental Toughness
    Spell (3): Bestow Curse
    Spell (3): Blindness
    Spell (3): Cure Serious Wounds
    Spell (3): Dispel Magic
    Spell (3): Inflict Serious Wounds
    Spell (3): Prayer
    Spell (3): Protection From Energy: Acid
    Spell (3): Protection From Energy: Cold
    Spell (3): Protection From Energy: Electricity
    Spell (3): Protection From Energy: Fire
    Spell (3): Protection From Energy: Sonic
    Spell (3): Remove Blindness
    Spell (3): Remove Curse
    Spell (3): Remove Disease
    Spell (3): Searing Light
    Spell (3): Summon Monster III
    Spell (3): Water Breathing
    Enhancement:Cleric's Wisdom II
    Enhancement:Energy of the Zealot V
    Enhancement:Improved Empower Healing I
    Enhancement:Improved Devotion II
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Enhancement:Cleric's Wisdom II
    Enhancement:Energy of the Zealot VI
    Enhancement:Improved Empower Healing II
    Enhancement:Improved Devotion II
    
    Level 8 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Spell (4): Cure Critical Wounds
    Spell (4): Death Ward
    Spell (4): Dismissal
    Spell (4): Divine Power
    Spell (4): Holy Smite
    Spell (4): Inflict Critical Wounds
    Spell (4): Neutralize Poison
    Spell (4): Poison
    Spell (4): Restoration
    Spell (4): Summon Monster IV
    Enhancement:Cleric's Wisdom II
    Enhancement:Energy of the Zealot VII
    Enhancement:Improved Empower Healing II
    Enhancement:Improved Devotion III
    
    Level 9 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Feat: (Selected) Improved Mental Toughness
    Enhancement:Cleric's Wisdom III
    Enhancement:Energy of the Zealot VIII
    Enhancement:Improved Empower Healing II
    Enhancement:Improved Devotion III
    
    Level 10 (Cleric)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Enhancement:Cleric's Wisdom III
    Enhancement:Energy of the Zealot IX
    Enhancement:Improved Empower Healing II
    Enhancement:Greater Devotion III
    Attached Files

  2. #2
    Join Date
    Mar 2005
    Location
    California
    Posts
    2,103

    Default

    Wow, the forum export doesn't look so great if it's not on a black background, does it

    I opened your save file, and I see what you mean. Kind of an odd bug. I'll take a look at it and see what I can come up with.
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

  3. #3

    Thumbs up kuddos

    Just wanted to say thanks for the work you've done on this and the tools for CoH too. I've used them extensively.
    This one just seemed to be something unexpected.
    I do manage to break stuff from time to time. I'll try to keep track of any things I find, just don't want to be a pain :P

  4. #4
    Join Date
    Mar 2005
    Location
    California
    Posts
    2,103

    Default

    SY:

    Don't stress at ALL about being a pain. The more bugs I get word of, the faster I can correct them

    Your bug is in the save file, here:

    CLASSRECORD: 7, 5, 5, 5, 5, 5, 5, 5, 5, 1990920453;

    That last value is garbage (it should be a 5). Unfortunately, I have NO idea how you managed to do that, hehe. I tried every way I could think of to reproduce that, but every time I saved a file, I always got either a 5 (cleric) or a 9 (which amounts to an uninitialized class, which you would never see in the planner [if you select a level bar that has an uninitialized class value, it initializes the class for you to whatever the last class was you selected]).

    I THINK what is happening is the program (after loading) is interpreting that value as uninitialized class, and when you select level 10, it changes it to your last class (which is cleric), so you don't notice anything wrong with the class list. But since the spell list has already been set, it doesn't know where to put those level 5 spells and is dropping them into a level 0 slot. It's an odd and somewhat roundabout bug, heh.

    Can you tell me what happens if you load your character, select level 10 (so that the class is explicitely set to Cleric), save, clear, then reload? I'm suspecting the spells will place into the correct slot when you reload after resaving once the class has been set right.

    I'll try to keep reproducing what you did. So far I'm having no luck, though If you happen to remember how you managed to get the save file to do that, let me know (or even if you have any guesses, hehe).
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

+ Reply to Thread

Similar Threads

  1. Testing DH Forum export function
    By RonHiler in forum General Discussion
    Replies: 2
    Last Post: 08-12-2005, 07:08 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts