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From: SourceForge.net <no...@so...> - 2004-09-19 21:26:49
|
Bugs item #1030806, was opened at 2004-09-20 04:57 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030806&group_id=25576 Category: Spell Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: [SRD]BONUS:VAR|BASEPOWERPOINTS nonstacking Initial Comment: under Metamind, Pyrokineticist, Slayer and Soulknife the BONUS:VAR|BASEPOWERPOINTS tags all have non- stacking TYPEs. On these classes the power points listed are adative rather than a sum as it is on Psion and Psychic Warrior. The TYPEs need to be made stacking or removed or the numbers updated to represent the total for each level rather than the points added at that level. Splitted out from tracker: 911957 ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-20 07:26 Message: Logged In: YES user_id=558288 Shouldn't this bug be against the data lists in PCGenDM? ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-20 05:10 Message: Logged In: YES user_id=324612 I've changed the Summery to remove the [TRACKERED] at the beginning. Question: Is BASEPOWERPOINTS a system variable? If not, it should be BasePowerPoints. The all capital var names are reserved for system and hardcoded variables names. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030806&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 21:26:27
|
Bugs item #1030810, was opened at 2004-09-20 05:01 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030810&group_id=25576 Category: Equipment/Weaponprof Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: [SRD]PRExxx psi item creation feats non PREMULT Initial Comment: The PRExxx tags in the psionic item creation feats are currently PREMULTs that refer to srd classes. It would be cleaner to use PRECLASS:SPELLCASTER.Psionic=x. This will allow non-srd psionic characters to qualify for the feats. Splitted out from tracker: 911957 ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-20 07:26 Message: Logged In: YES user_id=558288 Shouldn't this bug be against the data lists in PCGenDM? ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-20 05:11 Message: Logged In: YES user_id=324612 Removed the [TRACKERED] at the biginning of the summary. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030810&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 21:26:06
|
Bugs item #1030823, was opened at 2004-09-20 05:42 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030823&group_id=25576 Category: Feat Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: [TRACKERED][SRD]PRExxx tags for psionics and metapsionics Initial Comment: The PRExxx tags for psionic and metapsionic feats include PREFEAT:1,PsionicClass. It might be cleaner to use PRECLASS:SPELLCASTER.Psionic=1 instead. Splitted out from tracker: 911957 ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-20 07:26 Message: Logged In: YES user_id=558288 Shouldn't this bug be against the data lists in PCGenDM? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030823&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 20:53:48
|
Feature Requests item #987665, was opened at 2004-07-08 19:35 Message generated for change (Comment added) made by tir-gwaith You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=987665&group_id=25576 Category: Spell Support Group: None Status: Open Resolution: None Priority: 7 Submitted By: Andrew McDougall (tir-gwaith) Assigned to: Devon Jones (soulcatcher) Summary: [5.8] SPELLS tag Initial Comment: This is to eventually replace the global SPELL tag (deprecate the SPELL tag with a warning in debug console at same time) Global tag, etc... SPELLS:<spellbook name>,[<optional parameters, comma deliminated>]|<spell name>[,<formula for DC>] |<spell name2>[,<formula2 for DC>]|PRExxx|PRExxx Optional parameters after spellbook name (applies to every spell in the tag): CASTERLEVEL=<formula> Casterlevel of spells TIMES=<formula> Cast Times per day, -1=At Will <formula for DC> is totally optional for each spell, and fills in the DC value in the appropriate OS field. Once one PRExxx tag is reached at the end, all subsequent fields must also be PRExxx tags. PRExxx's apply to the whole tag. ---------------------------------------------------------------------- >Comment By: Andrew McDougall (tir-gwaith) Date: 2004-09-19 15:53 Message: Logged In: YES user_id=208239 Add CASTERLEVEL and DC information to Innate spells, since right now the CASTERLEVEL and DC information gets fed back as "0". Users have reported it as "bugs" Eric is thinking of changing the tag name to AUTO:SPELL, with some possible syntax changes. (Here goes the neighborhood.) :P ---------------------------------------------------------------------- Comment By: Bryan McRoberts (merton_monk) Date: 2004-09-03 22:29 Message: Logged In: YES user_id=195874 What is the main purpose of this tag? Is it required to support a source we want to include in 5.8? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=987665&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 20:21:15
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Bugs item #1018777, was opened at 2004-08-29 23:26 Message generated for change (Comment added) made by blithwyn You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1018777&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Paul W. King (kingpaul) Assigned to: Nobody/Anonymous (nobody) Summary: SPELLLIST broken Initial Comment: Per http://groups.yahoo.com/group/PCGenListFileHelp/messa ge/6686 I tried some older versions and I found that this works in 5.5.5 but not in 5.6.0 nor 5.7.4. So is this a bug or is there another way it is supposed to be done? Ratheof Blithwyn Data Lemur --- In PCG...@ya..., "blithwyn" <blithwyn@y...> wrote: > I have a new class "New Wizard" that is supposed to > choose from the Wizards spell list plus a couple of new > ones specific to the "New Wizard". So in the class file > on a class line I put: SPELLLIST:2|Wizard|New Wizard > KNOWNSPELLS:LEVEL=0 > > What happens is that in the spell tab on the left side I > only see the spells from Wizard. And on the right side > on level 0 (all known) I see what I expect, i.e. the > Wizards + New Wizards spells. What am I doing wrong > here? How can I make my new spells to show up on > the left side as well? > > Ratheof Blithwyn > Data Lemur === Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- Comment By: Ratheof Blithwyn (blithwyn) Date: 2004-09-19 20:21 Message: Logged In: YES user_id=677457 Tried to use this in a work in progress: Mongoose Power Classes: Hedge Wizard. I have uploaded the file to pcgen_experimental since I couldn't figure out how to do it here. (hedgewizard_2004-09-19.zip) ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-10 03:06 Message: Logged In: YES user_id=324612 Can someone attach a zip with example .lst files so we can really see what you guys are talking about (or maybe this is used somewhere in the existing PCGenDM files)? TIA ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1018777&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 19:42:19
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Bugs item #1030823, was opened at 2004-09-19 21:42 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030823&group_id=25576 Category: Feat Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: [TRACKERED][SRD]PRExxx tags for psionics and metapsionics Initial Comment: The PRExxx tags for psionic and metapsionic feats include PREFEAT:1,PsionicClass. It might be cleaner to use PRECLASS:SPELLCASTER.Psionic=1 instead. Splitted out from tracker: 911957 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030823&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 19:11:23
|
Bugs item #1030810, was opened at 2004-09-19 15:01 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030810&group_id=25576 Category: Equipment/Weaponprof Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) >Summary: [SRD]PRExxx psi item creation feats non PREMULT Initial Comment: The PRExxx tags in the psionic item creation feats are currently PREMULTs that refer to srd classes. It would be cleaner to use PRECLASS:SPELLCASTER.Psionic=x. This will allow non-srd psionic characters to qualify for the feats. Splitted out from tracker: 911957 ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-19 15:11 Message: Logged In: YES user_id=324612 Removed the [TRACKERED] at the biginning of the summary. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030810&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 19:10:01
|
Bugs item #1030806, was opened at 2004-09-19 14:57 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030806&group_id=25576 Category: Spell Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) >Summary: [SRD]BONUS:VAR|BASEPOWERPOINTS nonstacking Initial Comment: under Metamind, Pyrokineticist, Slayer and Soulknife the BONUS:VAR|BASEPOWERPOINTS tags all have non- stacking TYPEs. On these classes the power points listed are adative rather than a sum as it is on Psion and Psychic Warrior. The TYPEs need to be made stacking or removed or the numbers updated to represent the total for each level rather than the points added at that level. Splitted out from tracker: 911957 ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-19 15:10 Message: Logged In: YES user_id=324612 I've changed the Summery to remove the [TRACKERED] at the beginning. Question: Is BASEPOWERPOINTS a system variable? If not, it should be BasePowerPoints. The all capital var names are reserved for system and hardcoded variables names. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030806&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 19:01:08
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Bugs item #1030810, was opened at 2004-09-19 21:01 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030810&group_id=25576 Category: Equipment/Weaponprof Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: [TRACKERED][SRD]PRExxx psi item creation feats non PREMULT Initial Comment: The PRExxx tags in the psionic item creation feats are currently PREMULTs that refer to srd classes. It would be cleaner to use PRECLASS:SPELLCASTER.Psionic=x. This will allow non-srd psionic characters to qualify for the feats. Splitted out from tracker: 911957 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030810&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 18:57:47
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Bugs item #1030806, was opened at 2004-09-19 20:57 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030806&group_id=25576 Category: Spell Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: [TRACKERED][SRD]BONUS:VAR|BASEPOWERPOINTS nonstacking Initial Comment: under Metamind, Pyrokineticist, Slayer and Soulknife the BONUS:VAR|BASEPOWERPOINTS tags all have non- stacking TYPEs. On these classes the power points listed are adative rather than a sum as it is on Psion and Psychic Warrior. The TYPEs need to be made stacking or removed or the numbers updated to represent the total for each level rather than the points added at that level. Splitted out from tracker: 911957 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1030806&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 11:01:47
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Bugs item #914576, was opened at 2004-03-12 10:51 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=914576&group_id=25576 Category: Equipment/Weaponprof Support Group: 5.6.0 >Status: Closed >Resolution: Fixed Priority: 7 Submitted By: David Emiley (sadena) >Assigned to: James Dempsey (jdempsey) Summary: 5.6 Final - Bug - Masterwork Instruments not granting +2 Initial Comment: Masterwork Instuments are not granting a +2 circumstance bonus to Perform. This is in 3.0 ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-19 21:01 Message: Logged In: YES user_id=558288 Fixed as part of #1028488 - PRETYPE in equipment files. ---------------------------------------------------------------------- Comment By: Eddy Anthony (eddyanthony) Date: 2004-09-15 00:01 Message: Logged In: YES user_id=886893 Devon, PRETYPE as a bonus qualifier in equipment lines does not work, I need to know if this is a bug (the tag used to work) or if the tag is just not designed to do what the LST monkeys think it will. PRETYPE does work in EQMOD files where it qualifies what the EQMOD can be applied to but here its being used in anouther way. The equipment has a bonus which should be applied only if the item is Masterwork, when the item is customized to masterwork that type is added to the equipment, so the SLT monkeys reasoned that PRETYPE=Masterwork would work but I don't think the PRETYPE is looking at the equipments TYPE but rather something that might be applied to it. At any rate it doesn't work. If this is an easy fix, great. If it is more involved or the tag is not meant to work the way its being used let me know and assign this back to me. I have a LST fix that doesn't require new code that I can go ahead and put in. ---------------------------------------------------------------------- Comment By: Eddy Anthony (eddyanthony) Date: 2004-09-10 13:07 Message: Logged In: YES user_id=886893 I moved the Bonus tag into the masterwork instrument EQMOD and now it works. This will not work for Tools as they will need specific Craft skills to have the bonus. This will also not cover the RSRD Perform Skill for the same reason. Need to find out why the PRETYPE tag isn't working. ---------------------------------------------------------------------- Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-10 11:53 Message: Logged In: YES user_id=23904 After further digging it appears that the SRD files contain equipement not included as part of the actual SRD ---------------------------------------------------------------------- Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-10 07:03 Message: Logged In: YES user_id=23904 Confirmed in the Autobuild 5.7.5, dated 9/9/2004. This is definately a data issue: BONUS:SKILL|Perform (Percussion Instruments)|2|TYPE=Circumstance|PRETYPE:Masterwork. This will only grant a bonus to the Preform (Instrument Type), since when you chose the Preform skill it does not specify type... you would never get this bonus. That being said using the SRD alone.... it does not seem to grant circumstance bonuses to any skill when using masterwork items. ---------------------------------------------------------------------- Comment By: Stray (ethanrichards) Date: 2004-04-19 09:22 Message: Logged In: YES user_id=1023716 I'd like to add that it is not also working for Thieves' Tools granting the +2 bonus on Disable Device and Open Lock. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-03-15 06:42 Message: Logged In: YES user_id=252169 Data? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=914576&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 10:56:49
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Bugs item #1028488, was opened at 2004-09-15 20:44 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028488&group_id=25576 Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 7 Submitted By: Paul W. King (kingpaul) Assigned to: James Dempsey (jdempsey) Summary: PRETYPE in equipment files Initial Comment: Per http://groups.yahoo.com/group/pcgen/message/79331 There is an issue with the use of PRETYPE when used to qualify bonuses in equipment files. There are 3 places I've found the PRETYPE tag used. In EQMOD lines it is used to qualify items for which the EQMOD might be applied to. In template files it is used to qualify (the race I assume) of PC's it might be applied to. In some equipment it is being used to qualify bonuses. Specifically it is being asked to look for the TYPE Masterwork, the idea being if the item is customized and the TYPE Masterwork is added to it by an EQMOD then the bonus is granted. This does not work in 5.7.4. In looking at how the tag works in the use where it does work I'm not sure its designed to work this way. Could a code monkey look into this, we need to learn if this was working before and got broke (in which case this is a bug) or if it does not function this way at all (in which case this is a FREQ to add the functionality) === Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-19 20:56 Message: Logged In: YES user_id=558288 Prereqs for bonuses against equipment now check the equipment's properties not the characters. Feats are an exception, being passed through to the character. Files changed: src/java/pcgen/core/Equipment.java new revision: 1.449 ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-16 11:05 Message: Logged In: YES user_id=324612 This is needed to solve the Masterwork tools and instruments problem which is very mush a part of the core files. I'm raising the priority to 7 because it's needed for 5.8. ---------------------------------------------------------------------- Comment By: Eddy Anthony (eddyanthony) Date: 2004-09-15 22:42 Message: Logged In: YES user_id=886893 This issue is directly related to another tracker: [ 914576 ] 5.6 Final - Bug - Masterwork Instruments not granting +2 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028488&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 07:45:11
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Bugs item #1022235, was opened at 2004-09-04 16:20 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1022235&group_id=25576 Category: Other Group: None >Status: Closed >Resolution: Fixed Priority: 5 Submitted By: James Dempsey (jdempsey) Assigned to: James Dempsey (jdempsey) Summary: PREITEM in BONUS does not work Initial Comment: Transferred from 1021541 ] [5.7.4] ! in !PRExxx tags not working: BONUS:SKILL|Ride|-5|!PREITEM:1,TYPE.Saddle|PREAPPLY:PC does not work. The PREAPPLY:PC option makes it appear on the temporary bonus tags page, but the PREITEM option does nothing. ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-19 17:45 Message: Logged In: YES user_id=558288 Two problems were present here. First the PREITEM tag had its comparisons around the wrong way, so !PREITEM would never be satisfied. PREUATT and PRESHIELDPROF both had the same problem. All three have been corrected. This correction has activated the no-tools penalties for craft skills in the LST files. The other problem was that prerequisites in temporary modifiers were being ignored. Full support for these has now been added. So a temp modifier has to be both enabled and qualified for before it takes effect. Files changed: src/java/pcgen/core/bonus/BonusObj.java new revision: 1.36 src/java/pcgen/core/PlayerCharacter.java new revision: 1.1416 src/java/pcgen/core/prereq/PreItem.java new revision: 1.7 src/java/pcgen/core/prereq/PreShieldProficiency.java new revision: 1.7 src/java/pcgen/core/prereq/PreUnarmedAttack.java new revision: 1.9 src/java/pcgen/gui/tabs/InfoTempMod.java new revision: 1.67 src/java/pcgen/io/PCGVer2Creator.java new revision: 1.108 testsuite/csheets/BarJack.xml new revision: 1.6 testsuite/csheets/BrdJoe.xml new revision: 1.5 testsuite/csheets/CleElf.xml new revision: 1.6 testsuite/csheets/FigFae.xml new revision: 1.4 testsuite/csheets/MonKee.xml new revision: 1.5 testsuite/csheets/SWizSam.xml new revision: 1.6 testsuite/csheets/WizShar.xml new revision: 1.5 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1022235&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-19 01:27:15
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Bugs item #1028488, was opened at 2004-09-15 20:44 Message generated for change (Settings changed) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028488&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 7 Submitted By: Paul W. King (kingpaul) >Assigned to: James Dempsey (jdempsey) Summary: PRETYPE in equipment files Initial Comment: Per http://groups.yahoo.com/group/pcgen/message/79331 There is an issue with the use of PRETYPE when used to qualify bonuses in equipment files. There are 3 places I've found the PRETYPE tag used. In EQMOD lines it is used to qualify items for which the EQMOD might be applied to. In template files it is used to qualify (the race I assume) of PC's it might be applied to. In some equipment it is being used to qualify bonuses. Specifically it is being asked to look for the TYPE Masterwork, the idea being if the item is customized and the TYPE Masterwork is added to it by an EQMOD then the bonus is granted. This does not work in 5.7.4. In looking at how the tag works in the use where it does work I'm not sure its designed to work this way. Could a code monkey look into this, we need to learn if this was working before and got broke (in which case this is a bug) or if it does not function this way at all (in which case this is a FREQ to add the functionality) === Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-16 11:05 Message: Logged In: YES user_id=324612 This is needed to solve the Masterwork tools and instruments problem which is very mush a part of the core files. I'm raising the priority to 7 because it's needed for 5.8. ---------------------------------------------------------------------- Comment By: Eddy Anthony (eddyanthony) Date: 2004-09-15 22:42 Message: Logged In: YES user_id=886893 This issue is directly related to another tracker: [ 914576 ] 5.6 Final - Bug - Masterwork Instruments not granting +2 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028488&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-18 14:48:57
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Feature Requests item #1029963, was opened at 2004-09-17 12:33 Message generated for change (Settings changed) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1029963&group_id=25576 Category: None Group: None >Status: Pending >Resolution: Rejected Priority: 5 Submitted By: Paul W. King (kingpaul) Assigned to: Nobody/Anonymous (nobody) Summary: !PCC capability Initial Comment: Please include the ability in the *.pcc's to have a !PCC. This way, if a user loads a *.pcc, other *.pcc's become ineligible to be loaded. Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-18 10:48 Message: Logged In: YES user_id=324612 Ha, that's what I was afraid of. The deplication loading is a bug in the code that was introduce sometime during code optimization. It's a code bug. We will not add a tag and change the data files because of a code bug. .lst files should never be loaded more then once even if they are reference by more then one .PCC. We are not about to do the loader's job by manually puting !PCC tags in the files. I'm puting this in pending mode. Unless the !PCC tag had other use, I suggest we delete this tracker and open a code bug tracker instead. ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-09-18 00:10 Message: Logged In: YES user_id=277877 Eric, this was from Devon's post on the BoD site. Basically, its to stop duplication. So, if you load, as an example, 'SRD - Complete', you won't be able to load the piece parts. Likewise, load any of the piece parts and you can't load the whole. ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-17 17:21 Message: Logged In: YES user_id=324612 Paul, I'm not sure I understand what you need here. Care to give an example? Put the Rank of the file in your example, it will be useful for me to understand. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1029963&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-18 13:06:40
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Bugs item #1001493, was opened at 2004-08-01 23:47 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1001493&group_id=25576 Category: User Interface Group: None Status: Open Resolution: None Priority: 5 Submitted By: Russell Linton (curoi) Assigned to: James Dempsey (jdempsey) Summary: Mouse Problems with Summmary Sheet Scroll Menus 5.7.2 Initial Comment: Having issues selecting items from drop down, scrolling menus. Namely Race/Class menus on summary sheet, short ones with no scroll seem OK.... Can no longer open a drop down, scroll (using mouse scroll wheel) to desired choice and click on the selection. After click it resets to the default (blank) selection. Can work around it by scrolling within the selection field using the keyboard so that as you scroll each item is highlighted. Then you must click outside the field (or press enter) to close the drop down scroll box when desired choice is highlighted to have your change accepted. ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-18 23:06 Message: Logged In: YES user_id=558288 Hi Russell, This really sounds like a problem with the version of Java you are using. Could you try upgrading to Java 1.4.2_05 please? This is Sun's currently supported version of Java 1.4. You can find it at http://java.sun.com/webapps/getjava/BrowserRedirect Cheers, James. ---------------------------------------------------------------------- Comment By: Russell Linton (curoi) Date: 2004-08-11 09:18 Message: Logged In: YES user_id=898416 Java version 1.4.1_01 PC Gen version 5.7.2 Look and feel was on system. I had 3.0 SRD loaded and my custom campaign information I went back to 5.6.0 (had a game session coming up!) and just recently opened 5.7.2 to play with it. I loaded 3.0 SRD (no custom info this time) and experienced the same problems. Basically when I click on the race drop down and try to click on a race, the dropdown closes and the field remains blank. A few times it would retain my selection but I couldn't see a logical patttern. The class drop down was equally buggy and would most often dfault to Aberration (first on the list) after I had clicked on a class. Oddly, the alignment drop down seemed to work fine for me. Further problems: If I opened up a floating menu (my technical term, heh) by say right clicking an item (havent tried other right clicks) and then slect from the menu that appears, it does not accept my selection. Also, most importantly, I was trying to replicate the problems just now and got this (but I havent been able to determine at what point this popped up and it doesnt replicate every time I cant get the mouse to work right): java.lang.NullPointerException at javax.swing.plaf.basic.BasicTableUI$MouseInputHandler.adjust FocusAndSelection(Unknown Source) at javax.swing.plaf.basic.BasicTableUI$MouseInputHandler.mouse Pressed(Unknown Source) at java.awt.AWTEventMulticaster.mousePressed (Unknown Source) at java.awt.Component.processMouseEvent (Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent (Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at pcgen.gui.PCGen_Frame1 $WaitCursorEventQueue.dispatchEvent (PCGen_Frame1.java:3114) at java.awt.EventDispatchThread.pumpOneEventForHierarchy (Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy (Unknown Source) at java.awt.EventDispatchThread.pumpEvents (Unknown Source) at java.awt.EventDispatchThread.pumpEvents (Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) I noticed some other scrolling issues while browsing items on the item menu. ---------------------------------------------------------------------- Comment By: Russell Linton (curoi) Date: 2004-08-11 09:18 Message: Logged In: YES user_id=898416 Java version 1.4.1_01 PC Gen version 5.7.2 Look and feel was on system. I had 3.0 SRD loaded and my custom campaign information I went back to 5.6.0 (had a game session coming up!) and just recently opened 5.7.2 to play with it. I loaded 3.0 SRD (no custom info this time) and experienced the same problems. Basically when I click on the race drop down and try to click on a race, the dropdown closes and the field remains blank. A few times it would retain my selection but I couldn't see a logical patttern. The class drop down was equally buggy and would most often dfault to Aberration (first on the list) after I had clicked on a class. Oddly, the alignment drop down seemed to work fine for me. Further problems: If I opened up a floating menu (my technical term, heh) by say right clicking an item (havent tried other right clicks) and then slect from the menu that appears, it does not accept my selection. Also, most importantly, I was trying to replicate the problems just now and got this (but I havent been able to determine at what point this popped up and it doesnt replicate every time I cant get the mouse to work right): java.lang.NullPointerException at javax.swing.plaf.basic.BasicTableUI$MouseInputHandler.adjust FocusAndSelection(Unknown Source) at javax.swing.plaf.basic.BasicTableUI$MouseInputHandler.mouse Pressed(Unknown Source) at java.awt.AWTEventMulticaster.mousePressed (Unknown Source) at java.awt.Component.processMouseEvent (Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent (Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at pcgen.gui.PCGen_Frame1 $WaitCursorEventQueue.dispatchEvent (PCGen_Frame1.java:3114) at java.awt.EventDispatchThread.pumpOneEventForHierarchy (Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy (Unknown Source) at java.awt.EventDispatchThread.pumpEvents (Unknown Source) at java.awt.EventDispatchThread.pumpEvents (Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) I noticed some other scrolling issues while browsing items on the item menu. ---------------------------------------------------------------------- Comment By: James Dempsey (jdempsey) Date: 2004-08-10 07:56 Message: Logged In: YES user_id=558288 Hi Russell, What version of Java and PCGen were you using? Have you changed your look and feel from the default? Cheers, James. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1001493&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-18 12:58:42
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Bugs item #908444, was opened at 2004-03-03 04:42 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=908444&group_id=25576 Category: LST Editor Group: 5.6.0 >Status: Closed >Resolution: Fixed Priority: 5 Submitted By: Joshua Randall (joshuarandall) Assigned to: James Dempsey (jdempsey) Summary: [5.60] spells in List Editor not alphabetized Initial Comment: Windows 2000, Java 1.4.1, 5.60 clean install, RSRD (only) loaded. When you open the List Editor and select Spells, they are not alphabetized. That makes it difficult to find a spell if you want to view or copy it. Everything else (e.g. Deity, Domains, Feats) seems to be alphabetized as normal. ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-18 22:58 Message: Logged In: YES user_id=558288 Fixed. Files changed: src/java/pcgen/gui/LstEditorMain.java new revision: 1.47 ---------------------------------------------------------------------- Comment By: James Dempsey (jdempsey) Date: 2004-03-04 23:21 Message: Logged In: YES user_id=558288 Hi, OK, I have managed to reproduce it. It seems to occur any time you start PCGen and switch sources. In your example it was because you changed mode from 3.0 to 3.5 when you ran it the first time. Now to find what is causing it... Cheers, James. ---------------------------------------------------------------------- Comment By: Joshua Randall (joshuarandall) Date: 2004-03-04 08:15 Message: Logged In: YES user_id=980331 On the first opening of a newly install 5.60 version, I get the unordered spell list. (Try it with only the RSRD loaded immediately after a fresh install.) After closing and re-opening PCGen, the spell list is in its proper order. Very strange. ---------------------------------------------------------------------- Comment By: James Dempsey (jdempsey) Date: 2004-03-03 07:55 Message: Logged In: YES user_id=558288 Hi Joshua, I am having trobles reproducing this. Could you run me through the steps to get the unsorted list please? Cheers, James. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=908444&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-18 12:39:14
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Bugs item #987645, was opened at 2004-07-09 09:53 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=987645&group_id=25576 Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 7 Submitted By: Doug McMillan (dmcmill) Assigned to: James Dempsey (jdempsey) Summary: [5.8] [(M,R)SRD]AUTOGENERATION of Items Initial Comment: There is an issue with the autgeneration of items. Any eqmod that autogen works on with a CHOOSE: in it will have the CHOOSER open up during the autogenerating of items. This looks like an infinite loop to the user as they close the box and another appears...etc. What we really need is for the autogenerator code to see any CHOOSE (other than CHOOSE:EQBUILDER) as a loop to be be done to the item instead of popping the box and asking for user input. Example(in the msrd): SPROP:Mastercraft (+%)|%CHOICE CHOOSE:Weapon bonus |MIN=1|MAX=3 should cause the generation of three seperate items NOT ask the user to pick a value to be applied to the item during the autgeneration period. ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-18 22:39 Message: Logged In: YES user_id=558288 Items are autogenerated correctly now. However a problem remains in that eahc of the masterwork options in the MSRD is called Masterwork, so only one masterwork item is generated. This is the same for auto-created items and manual items which use default names. Files changed: src/java/pcgen/core/Equipment.java new revision: 1.448 src/java/pcgen/core/EquipmentChoice.java initial revision: 1.1 src/java/pcgen/core/EquipmentList.java new revision: 1.14 src/java/pcgen/core/EquipmentModifier.java new revision: 1.125 ---------------------------------------------------------------------- Comment By: James Dempsey (jdempsey) Date: 2004-09-16 20:31 Message: Logged In: YES user_id=558288 Thought I should post an update on this one. I am about half way through it. I have solved the problem where there is a single choice, but still need to work on nested choices and magic enhancements. Cheers, James. ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-09-16 19:59 Message: Logged In: YES user_id=277877 Tracker was moved from: [ 986317 ] MSRD LOOP CRASH http://sourceforge.net/tracker/index.php? func=detail&aid=986317&group_id=36698&atid=417816 Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=987645&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-18 04:10:29
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Feature Requests item #1029963, was opened at 2004-09-17 12:33 Message generated for change (Comment added) made by kingpaul You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1029963&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Paul W. King (kingpaul) Assigned to: Nobody/Anonymous (nobody) Summary: !PCC capability Initial Comment: Please include the ability in the *.pcc's to have a !PCC. This way, if a user loads a *.pcc, other *.pcc's become ineligible to be loaded. Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- >Comment By: Paul W. King (kingpaul) Date: 2004-09-18 00:10 Message: Logged In: YES user_id=277877 Eric, this was from Devon's post on the BoD site. Basically, its to stop duplication. So, if you load, as an example, 'SRD - Complete', you won't be able to load the piece parts. Likewise, load any of the piece parts and you can't load the whole. ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-17 17:21 Message: Logged In: YES user_id=324612 Paul, I'm not sure I understand what you need here. Care to give an example? Put the Rank of the file in your example, it will be useful for me to understand. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1029963&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-18 00:58:06
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Bugs item #1021988, was opened at 2004-09-03 13:13 Message generated for change (Comment added) made by tmilam You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1021988&group_id=25576 Category: Equipment/Weaponprof Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: mortykun (mortykun) Assigned to: Tod Milam (tmilam) Summary: [5.7.4] Spiked Armour Bug Initial Comment: When creating custom armour and adding spikes to the armour. The item type is changed to type : Weapon (instead of remaining item type : Armour). That means you cannot equip the armour later because when you try to equip the item, you get the weapon equiping screen opening up instead of the armour equiping screen. I am using Full Plate mail armour, and have loaded the 3.5 source material. I am on version 5.7.4. ---------------------------------------------------------------------- >Comment By: Tod Milam (tmilam) Date: 2004-09-17 19:58 Message: Logged In: YES user_id=777206 Checked in fix to allow armor with armor spikes to be equipped as armor. However, the armor bonus isn't showing up on the output sheet. Keeping this open until I get that fixed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1021988&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-17 21:21:13
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Feature Requests item #1029963, was opened at 2004-09-17 12:33 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1029963&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Paul W. King (kingpaul) Assigned to: Nobody/Anonymous (nobody) Summary: !PCC capability Initial Comment: Please include the ability in the *.pcc's to have a !PCC. This way, if a user loads a *.pcc, other *.pcc's become ineligible to be loaded. Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-17 17:21 Message: Logged In: YES user_id=324612 Paul, I'm not sure I understand what you need here. Care to give an example? Put the Rank of the file in your example, it will be useful for me to understand. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1029963&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-17 21:15:24
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Feature Requests item #1029338, was opened at 2004-09-16 13:11 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1029338&group_id=25576 Category: None Group: None >Status: Deleted Resolution: Invalid Priority: 5 Submitted By: donunes (donunes) Assigned to: Nobody/Anonymous (nobody) Summary: Divine Rules Initial Comment: Please Include in the PCGen the SRD new features on deity generation, based on the Deities & Demigods 3rd ed rulebbok, including salient divine abilities! Thanks zenith ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-17 17:15 Message: Logged In: YES user_id=324612 Paul, deleted, not close. Otherwise it shows up in the release and since we have done nothing yet about it, it's kind of misleading ;-). ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-09-17 12:32 Message: Logged In: YES user_id=277877 Already exists: [ 1027270 ] [RSRD] Deities and Demigods material http://sourceforge.net/tracker/? func=detail&aid=1027270&group_id=25576&atid=679269 Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-16 15:06 Message: Logged In: YES user_id=324612 I think there is a part of the D&DG book that was release in a reference document and this is all that will ever be included with PCGEN since there is no Licence material from WotC that we can include. Right now, the D&DM that we can implement is planed for version 5.10. Paul: This tracker needs to be transfered over to PCGenDM. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1029338&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-17 20:22:23
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Bugs item #1028044, was opened at 2004-09-14 11:51 Message generated for change (Comment added) made by tir-gwaith You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028044&group_id=25576 Category: Feat Support Group: None >Status: Deleted >Resolution: Duplicate Priority: 9 Submitted By: Ravagon (ravagon) Assigned to: Andrew McDougall (tir-gwaith) Summary: [5.7.5] [TM] Can't Add Animal Companion Initial Comment: In 5.7.5, the required DEFINE for BONUS:VAR statements was re-instituted. Apparently the RSRD files are missing that define, DEFINE:CompLevel|0, in Druid and Ranger (And possibly Sorcerer and Wizard). ---------------------------------------------------------------------- >Comment By: Andrew McDougall (tir-gwaith) Date: 2004-09-17 15:22 Message: Logged In: YES user_id=208239 This is a Data bug, and a there already was one that was closed. Deleting as a duplicate. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028044&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-17 20:21:46
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Bugs item #1029601, was opened at 2004-09-16 20:33 Message generated for change (Comment added) made by tir-gwaith You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029601&group_id=25576 Category: Spell Support Group: None Status: Open Resolution: None Priority: 9 Submitted By: samuel (notmousse) Assigned to: samuel (notmousse) Summary: Remove XPCOST and COST values from hard code Initial Comment: Change these values to the data side so that they may be adjustable. Should be adjustable by gamemode. Suggest adding tags to miscinfo.lst This is a breach of OGL and needs to be corrected. ---------------------------------------------------------------------- >Comment By: Andrew McDougall (tir-gwaith) Date: 2004-09-17 15:21 Message: Logged In: YES user_id=208239 More specifically, where does it say that the COST is added into the cost of creating a magic item based on it? And, XP cost is multiplied by 5. No where in the LST files or GameMode files is that covered. There is a * 5 in the code tho. Zaister found it and we were trying to figure out costs of Wands and Dorjes. We had to go back to the SRD to find the rule to figure out things were being calculated correctly. Also, the CURRENCYUNIT tag mere displays the unit the Integers and floating point numbers are said to be in. Doesn't do anything else. ---------------------------------------------------------------------- Comment By: Paul Grosse (nylanfs) Date: 2004-09-17 08:49 Message: Logged In: YES user_id=928124 When you create a magic item, if the spell(s) used while creating said items have a material cost, ie Identify which is 1000 units, or a xp cost ie Wish, then the cost of those materials or XP needs to be added into the cost of the finished item. I'm still not sure this is a OGL violation though. COST is based on the CURRENCYUNIT based in the miscinfo.lst file. What the item customizer is doing is taking the base cost of the item, and then multiplying the cost of the spell by how many charges it has and that is based on the Currency tag. I don't see a OGL violation here. ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2004-09-17 07:57 Message: Logged In: YES user_id=208239 The XPCOST and COST values are hardcoded to adjust the value of any object that imbeds a spell. This should not be happening. Basically the below from the SRD (and there is another one in the RSRD) is hardcoded into PCGen. Ths snippent is from srdmagicitemscreatingmagicitems.lst: Spell has material component Add directly into price of item Spell has XP cost Add 5 gp per 1 XP per charge** As we did to most thing when we went OGL compliant, those need to be converted into a "user readable, and adjustable" formula somewhere. We prettymuch did that requirement from AV by moving formulas into GameMode or other such files, so they were in plain-text format. ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-09-16 22:29 Message: Logged In: YES user_id=277877 Samuel, What exactly are you talking about? These tags appear in the spell files for XP cost and material cost. Where are they in the source code and why, in your opinion, is this a breach of the OGL? I'm not seeing in the OGL where having XPCOST and COST are breaches. Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- Comment By: samuel (notmousse) Date: 2004-09-16 20:34 Message: Logged In: YES user_id=866875 Important note: Since this is a violation of OGL this needs to be cleared up within 30 days. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029601&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-17 16:39:19
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Bugs item #1029890, was opened at 2004-09-17 16:11 Message generated for change (Comment added) made by zaister You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029890&group_id=25576 Category: Spell Support Group: None >Status: Closed Resolution: None Priority: 9 Submitted By: samuel (notmousse) Assigned to: Stefan Radermacher (zaister) Summary: PRESPELLCAST:TYPE not working Initial Comment: You asked for it, you should know. ---------------------------------------------------------------------- >Comment By: Stefan Radermacher (zaister) Date: 2004-09-17 18:39 Message: Logged In: YES user_id=435051 Fixed and committed. PRESPELLCAST:TYPE now works as advertised. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029890&group_id=25576 |