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From: SourceForge.net <no...@so...> - 2004-09-17 16:33:16
|
Feature Requests item #1029963, was opened at 2004-09-17 12:33 Message generated for change (Tracker Item Submitted) made by Item Submitter 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 ---------------------------------------------------------------------- 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 16:32:08
|
Feature Requests item #1029338, was opened at 2004-09-16 13:11 Message generated for change (Comment added) made by kingpaul You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1029338&group_id=25576 Category: None Group: None >Status: Closed >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: 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 |
|
From: SourceForge.net <no...@so...> - 2004-09-17 16:09:38
|
Bugs item #1029949, was opened at 2004-09-17 12:08 Message generated for change (Settings changed) made by kingpaul You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029949&group_id=25576 Category: None Group: None Status: Open Resolution: None >Priority: 7 Submitted By: Paul W. King (kingpaul) Assigned to: Nobody/Anonymous (nobody) Summary: [SRD] Bugbear skill points Initial Comment: Moved from: http://sourceforge.net/tracker/? func=detail&aid=968595&group_id=36698&atid=417816 I created a Bugbear with an Int of 10. Per the rules, a Monstrous Humanoid receives 6 plus their Int score in base skill points ( srdcreatureoverview.rtf ). Therefore, a standard Bugbear should have 6 skill points. PCGen grants 1 skill point per HD for Bugbear with an Int of 10; for a total of 3. That is with Default Monsters turned off. If it is turned on, then you can't change the skill points around if you want to. Paul W. King OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD ----- Date: 2004-09-17 10:35 Sender: tir-gwaith Logged In: YES user_id=208239 This is a Code Bug. We can't assign a number of skillpoints that isn't based on HD as the SRD has it... Hence the Default Monster mode was created. === Paul W. King OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029949&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-17 16:08:59
|
Bugs item #1029949, was opened at 2004-09-17 12:08 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=1029949&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: [SRD] Bugbear skill points Initial Comment: Moved from: http://sourceforge.net/tracker/? func=detail&aid=968595&group_id=36698&atid=417816 I created a Bugbear with an Int of 10. Per the rules, a Monstrous Humanoid receives 6 plus their Int score in base skill points ( srdcreatureoverview.rtf ). Therefore, a standard Bugbear should have 6 skill points. PCGen grants 1 skill point per HD for Bugbear with an Int of 10; for a total of 3. That is with Default Monsters turned off. If it is turned on, then you can't change the skill points around if you want to. Paul W. King OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD ----- Date: 2004-09-17 10:35 Sender: tir-gwaith Logged In: YES user_id=208239 This is a Code Bug. We can't assign a number of skillpoints that isn't based on HD as the SRD has it... Hence the Default Monster mode was created. === Paul W. King OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029949&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-17 14:11:05
|
Bugs item #1029890, was opened at 2004-09-17 07:11 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=1029890&group_id=25576 Category: Spell Support Group: None Status: Open 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. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029890&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-17 13:49:14
|
Bugs item #1029601, was opened at 2004-09-16 20:33 Message generated for change (Comment added) made by nylanfs 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: 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 12:57:41
|
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 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 03:29:32
|
Bugs item #1029601, was opened at 2004-09-16 21:33 Message generated for change (Comment added) made by kingpaul 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: Paul W. King (kingpaul) Date: 2004-09-16 23:29 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 21:34 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 01:34:48
|
Bugs item #1029601, was opened at 2004-09-16 18:33 Message generated for change (Comment added) made by notmousse 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: Nobody/Anonymous (nobody) 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: samuel (notmousse) Date: 2004-09-16 18:34 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 01:33:28
|
Bugs item #1029601, was opened at 2004-09-16 18:33 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=1029601&group_id=25576 Category: Spell Support Group: None Status: Open Resolution: None Priority: 9 Submitted By: samuel (notmousse) Assigned to: Nobody/Anonymous (nobody) 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. ---------------------------------------------------------------------- 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...> - 2004-09-16 19:06:15
|
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: Open Resolution: None 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: 2004-09-16 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...> - 2004-09-16 17:11:29
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Feature Requests item #1029338, was opened at 2004-09-16 14:11 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1029338&group_id=25576 Category: None Group: None Status: Open Resolution: None 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 ---------------------------------------------------------------------- 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...> - 2004-09-16 13:23:08
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Bugs item #1028150, was opened at 2004-09-15 05:46 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028150&group_id=25576 Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 5 Submitted By: Paul W. King (kingpaul) Assigned to: James Dempsey (jdempsey) Summary: [5.7.5] PRECLASSLEVELMAX not working Initial Comment: From http://sourceforge.net/tracker/? func=detail&aid=1027847&group_id=36698&atid=417816 Just tried: PRECLASSLEVELMAX:Illusionist=1 Result: Can not find a test for: classlevelmax Unable to find a test implementation for: {0} Can not find a test for: classlevelmax Can not find a formatter for type: classlevelmax Docs: PRECLASSLEVELMAX:Fighter,SPELLCASTER=2 Character cannot have more than 2 levels of fighter and cannot have more than 2 levels in any spellcasting class. Date: 2004-09-14 13:20 Sender: tir-gwaith Logged In: YES user_id=208239 1) I believe this may now require the number at the beginning like most other PRExxx tags. 2) This should be in the CODE side of things === Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-16 23:23 Message: Logged In: YES user_id=558288 It now works according to the docs. Files changed: src/java/pcgen/persistence/lst/prereq/PreClassLevelMaxParser.java new revision: 1.6 src/test/pcgen/core/prereq/PreClassTest.java new revision: 1.6 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028150&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-16 12:38:40
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Bugs item #1028150, was opened at 2004-09-15 05:46 Message generated for change (Settings changed) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028150&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Paul W. King (kingpaul) >Assigned to: James Dempsey (jdempsey) Summary: [5.7.5] PRECLASSLEVELMAX not working Initial Comment: From http://sourceforge.net/tracker/? func=detail&aid=1027847&group_id=36698&atid=417816 Just tried: PRECLASSLEVELMAX:Illusionist=1 Result: Can not find a test for: classlevelmax Unable to find a test implementation for: {0} Can not find a test for: classlevelmax Can not find a formatter for type: classlevelmax Docs: PRECLASSLEVELMAX:Fighter,SPELLCASTER=2 Character cannot have more than 2 levels of fighter and cannot have more than 2 levels in any spellcasting class. Date: 2004-09-14 13:20 Sender: tir-gwaith Logged In: YES user_id=208239 1) I believe this may now require the number at the beginning like most other PRExxx tags. 2) This should be in the CODE side of things === 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=1028150&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-16 11:26:21
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Bugs item #1029121, was opened at 2004-09-16 20:42 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029121&group_id=25576 Category: Import/Save Character Group: None >Status: Closed >Resolution: Fixed Priority: 5 Submitted By: James Dempsey (jdempsey) Assigned to: James Dempsey (jdempsey) Summary: [575] Prestige classes broken on load due to prerequisites Initial Comment: http://groups.yahoo.com/group/pcgen/message/79437 From: "Thomas Jannes" <tjannes@v...> Date: Mon Sep 13, 2004 6:27 pm Subject: [575] Presige classes broken due to prerequisites Maybe something broken with the new PRE code ? Same configuration (575, RSRD), I can make a character with prestige class levels, but if I try to load it, I get "character does not qualify for 1st level". To circumvent this, I can either remove the prerequisites from the class or disactivate it in the preferences. Thomas/Chipoulou ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-16 21:26 Message: Logged In: YES user_id=558288 The check for classes qualifying is now skipped on load. Files changed: src/java/pcgen/core/PCClass.java new revision: 1.625 src/java/pcgen/core/PlayerCharacter.java new revision: 1.1415 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029121&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-16 10:42:23
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Bugs item #1029121, was opened at 2004-09-16 20:42 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=1029121&group_id=25576 Category: Import/Save Character Group: None Status: Open Resolution: None Priority: 5 Submitted By: James Dempsey (jdempsey) Assigned to: James Dempsey (jdempsey) Summary: [575] Prestige classes broken on load due to prerequisites Initial Comment: http://groups.yahoo.com/group/pcgen/message/79437 From: "Thomas Jannes" <tjannes@v...> Date: Mon Sep 13, 2004 6:27 pm Subject: [575] Presige classes broken due to prerequisites Maybe something broken with the new PRE code ? Same configuration (575, RSRD), I can make a character with prestige class levels, but if I try to load it, I get "character does not qualify for 1st level". To circumvent this, I can either remove the prerequisites from the class or disactivate it in the preferences. Thomas/Chipoulou ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029121&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-16 10:41:25
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Bugs item #1029098, was opened at 2004-09-16 05:42 Message generated for change (Settings changed) made by kingpaul You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029098&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Paul W. King (kingpaul) >Assigned to: Frugal (frugal) Summary: PRExxxx, BONUS or class level line evaluation Initial Comment: Per http://groups.yahoo.com/group/pcgen/message/79572 [ 1028483 ] [5.7.5] [RSRD] Barbarian and PREVARGTEQ http://sourceforge.net/tracker/index.php? func=detail&aid=1028483&group_id=36698&atid=417816 is moved here Per http://groups.yahoo.com/group/pcgen/message/79562 > An 8th level barbarian has the Mighty Rage feat and > all benefits from it that should have been blocked by > BONUS:VAR|RageBonus|2|PREVARGTEQ:GreaterRage,1 > BONUS:VAR|RageBonus|2|PREVARGTEQ:MightyRage,1 > > Thomas/Chipoulou Wrong analysis. It's in the class files that it doesn't work. I outputted all barbarian variables and got this for a lvl 8 barbarian: BarbRageTimesLVL = 8 -> correct (BONUS:VAR|BarbRageTimesLVL|CL=Barbarian) BarbRagePowerLVL = 8 -> correct (BONUS:VAR|BarbRagePowerLVL|CL=Barbarian) GreaterRage = 1 -> FALSE! (BONUS:VAR|GreaterRage|1|PREVARGTEQ:BarbRagePowe rLVL,11) TirelessRage = 1 -> FALSE! (BONUS:VAR|TirelessRage|1|PREVARGTEQ:BarbRagePowe rLVL,17) MightyRage =1 -> FALSE! (BONUS:VAR|MightyRage|1|PREVARGTEQ:BarbRagePower LVL,20) === 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=1029098&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-16 10:31:41
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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: Open Resolution: None 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: 2004-09-16 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...> - 2004-09-16 09:59:36
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Bugs item #987645, was opened at 2004-07-08 19:53 Message generated for change (Comment added) made by kingpaul You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=987645&group_id=25576 Category: None Group: None Status: Open Resolution: None 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: Paul W. King (kingpaul) Date: 2004-09-16 05:59 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...> - 2004-09-16 09:42:03
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Bugs item #1029098, was opened at 2004-09-16 05:42 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=1029098&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: PRExxxx, BONUS or class level line evaluation Initial Comment: Per http://groups.yahoo.com/group/pcgen/message/79572 [ 1028483 ] [5.7.5] [RSRD] Barbarian and PREVARGTEQ http://sourceforge.net/tracker/index.php? func=detail&aid=1028483&group_id=36698&atid=417816 is moved here Per http://groups.yahoo.com/group/pcgen/message/79562 > An 8th level barbarian has the Mighty Rage feat and > all benefits from it that should have been blocked by > BONUS:VAR|RageBonus|2|PREVARGTEQ:GreaterRage,1 > BONUS:VAR|RageBonus|2|PREVARGTEQ:MightyRage,1 > > Thomas/Chipoulou Wrong analysis. It's in the class files that it doesn't work. I outputted all barbarian variables and got this for a lvl 8 barbarian: BarbRageTimesLVL = 8 -> correct (BONUS:VAR|BarbRageTimesLVL|CL=Barbarian) BarbRagePowerLVL = 8 -> correct (BONUS:VAR|BarbRagePowerLVL|CL=Barbarian) GreaterRage = 1 -> FALSE! (BONUS:VAR|GreaterRage|1|PREVARGTEQ:BarbRagePowe rLVL,11) TirelessRage = 1 -> FALSE! (BONUS:VAR|TirelessRage|1|PREVARGTEQ:BarbRagePowe rLVL,17) MightyRage =1 -> FALSE! (BONUS:VAR|MightyRage|1|PREVARGTEQ:BarbRagePower LVL,20) === 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=1029098&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-16 01:05:35
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Bugs item #1028488, was opened at 2004-09-15 06:44 Message generated for change (Comment added) made by ericbeaudoin 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: Nobody/Anonymous (nobody) 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: 2004-09-15 21:05 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 08:42 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...> - 2004-09-15 23:05:24
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Feature Requests item #989026, was opened at 2004-07-11 15:35 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=989026&group_id=25576 Category: Feat Support Group: None Status: Open Resolution: None Priority: 7 Submitted By: Andrew McDougall (tir-gwaith) Assigned to: Devon Jones (soulcatcher) Summary: [5.8] AUTO:FEAT / AUTO:VFEAT Initial Comment: Request for Global tags to replace all instances of FEAT, FEATAUTO, and VFEAT throughout the different files. Deprecation of all FEAT, FEATAUTO, and VFEAT tags, with LST Converter to AUTO:FEAT syntax. Syntax can either go AUTO:FEAT with a PARAM:Virtual or PARAM:Automatic, or using AUTO:FEAT and AUTO:VFEAT without the optional PARAM tag. Whichever way is easier for the Code Monkey. AUTO:VFEAT|<name of feat>,<name of feat2>,<name of mulitple feat(Choice)>|<PRExxx>|<PRExxx> Since the AUTO:FEAT tag is not designed for a CHOOSEr, the <name of mulitple feat(Choice)> would need to list an exact choice to be applied, like Weapon Focus(Longsword) At some point in the future it would be nice to have % LIST capability for use with a CHOOSEr in another object, but that is out of the scope for now. So, for example, the 3.0 Ranger TWF abilities would now be coded AUTO:VFEAT|Ambidexterity,Two-Weapon Fighting|PREVARLT:COUNT [EQTYPE.ARMOR.EQUIPPED.IS.HEAVY],1,COUNT [EQTYPE.ARMOR.EQUIPPED.IS.MEDIUM],1 That same one with the optional PARAMeter method would be: AUTO:FEAT|PARAM:Virtual|Ambidexterity,Two-Weapon Fighting|PREVARLT:COUNT [EQTYPE.ARMOR.EQUIPPED.IS.HEAVY],1,COUNT [EQTYPE.ARMOR.EQUIPPED.IS.MEDIUM],1 PARAMeters would have to start with PARAM: and then be comma deliminated (not that we are doing more than one parameter here, since Automatic and Virtual are mutually exclusive. ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-15 19:05 Message: Logged In: YES user_id=324612 I remembered that the monster feat where on the way out but they are not there yet. I thought it might be nice to include them. Still, we can do without. ADD:* tags = chooser, AUTO:* tags = no chooser. I'm not trying to put both together. I see a need for the REMOVEABLE option expecialy for KITs where we want to preassign feats and allow the users to change the default choice we've made. ADD:FEAT with only one choice is a hack that exists because we didn't have a FEATAUTO that assinged feats that could be removed. It's time to fix this and eventually get rid or all the ADD:FEAT(One Feat) out there. The REMOVEABLE option stays. The MONSTER option doesn't. ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2004-09-15 15:59 Message: Logged In: YES user_id=208239 Eric, now I remember why we hash things out. Letting your Canadian mind loose sometimes goes overboard. 1) "Monster" Feats are on their way out (5.10 or so, when I get a good method for moving them all to KITs). MONSTER feats were only from race anyhow, and not needed globally. 2) We are currently looking at an AUTO tag, as in automatic. Trying to combine this with an ADD:FEAT is not a good idea. I can see the benefit from PREREQ=YES/NO. Remember that we want this to be able to set it's own PRExxx at the end of the tag. REMOVABLE defeats the purpose of the AUTO feat. If it is to be removable, I say we leave that to ADD:<V>FEAT() ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-13 18:59 Message: Logged In: YES user_id=324612 I remember we chosed PARAM to indicate the options but I think OPTION: would work better. Other options that are needed: MONSTER REMOVEBLE (FEATAUTO feat cannot be removed by the user but ADD:FEAT() can. Let's have this opionnal). PREREQ=YES|NO (only the feats that for witch the prereq are met get added) The default if normal FEAT in no other option is present (VIRTUAL, MONSTER, REMOVEBLE). The default for PREREQ is NO. The option section is optionnal (ironic) but if present must be the first parameter (to the left). Multiple options are possible and must be separated by coma. ADD:FEAT|OPTION:VITURAL,PREREQ=YES|TYPE=Fighter This would add all the fighter feats for which the PC meet the requirement. The feats would be displayed as VIRTUAL i.e. in the purple colour and it would not be possible for the user to remove them. OPTION might be a bit long. I think we should also accept OPT:. That would make: ADD:FEAT|OPT:VIRTUAL|Alertness Since we already have three category of feats and may have more in the future, I would like to have AUTO:FEAT with options rather then AUTO:FEAT, AUTO:VFEAT, AUTO:MFEAT, AUTO:RFEAT. Let's go Devon, get cracking :-). P.S. the PREREQ option is a nice to have for now. It is not needed for 5.8. Same thing for REMOVABLE although this one would be very useful. ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2004-09-13 15:29 Message: Logged In: YES user_id=208239 Back on the 5.8 list. VFEAT PRExxx stuff isn't working, and this is needed to get the 3.5 Ranger working smoothly. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=989026&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-15 19:59:36
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Feature Requests item #989026, was opened at 2004-07-11 14:35 Message generated for change (Comment added) made by tir-gwaith You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=989026&group_id=25576 Category: Feat Support Group: None Status: Open Resolution: None Priority: 7 Submitted By: Andrew McDougall (tir-gwaith) Assigned to: Devon Jones (soulcatcher) Summary: [5.8] AUTO:FEAT / AUTO:VFEAT Initial Comment: Request for Global tags to replace all instances of FEAT, FEATAUTO, and VFEAT throughout the different files. Deprecation of all FEAT, FEATAUTO, and VFEAT tags, with LST Converter to AUTO:FEAT syntax. Syntax can either go AUTO:FEAT with a PARAM:Virtual or PARAM:Automatic, or using AUTO:FEAT and AUTO:VFEAT without the optional PARAM tag. Whichever way is easier for the Code Monkey. AUTO:VFEAT|<name of feat>,<name of feat2>,<name of mulitple feat(Choice)>|<PRExxx>|<PRExxx> Since the AUTO:FEAT tag is not designed for a CHOOSEr, the <name of mulitple feat(Choice)> would need to list an exact choice to be applied, like Weapon Focus(Longsword) At some point in the future it would be nice to have % LIST capability for use with a CHOOSEr in another object, but that is out of the scope for now. So, for example, the 3.0 Ranger TWF abilities would now be coded AUTO:VFEAT|Ambidexterity,Two-Weapon Fighting|PREVARLT:COUNT [EQTYPE.ARMOR.EQUIPPED.IS.HEAVY],1,COUNT [EQTYPE.ARMOR.EQUIPPED.IS.MEDIUM],1 That same one with the optional PARAMeter method would be: AUTO:FEAT|PARAM:Virtual|Ambidexterity,Two-Weapon Fighting|PREVARLT:COUNT [EQTYPE.ARMOR.EQUIPPED.IS.HEAVY],1,COUNT [EQTYPE.ARMOR.EQUIPPED.IS.MEDIUM],1 PARAMeters would have to start with PARAM: and then be comma deliminated (not that we are doing more than one parameter here, since Automatic and Virtual are mutually exclusive. ---------------------------------------------------------------------- >Comment By: Andrew McDougall (tir-gwaith) Date: 2004-09-15 14:59 Message: Logged In: YES user_id=208239 Eric, now I remember why we hash things out. Letting your Canadian mind loose sometimes goes overboard. 1) "Monster" Feats are on their way out (5.10 or so, when I get a good method for moving them all to KITs). MONSTER feats were only from race anyhow, and not needed globally. 2) We are currently looking at an AUTO tag, as in automatic. Trying to combine this with an ADD:FEAT is not a good idea. I can see the benefit from PREREQ=YES/NO. Remember that we want this to be able to set it's own PRExxx at the end of the tag. REMOVABLE defeats the purpose of the AUTO feat. If it is to be removable, I say we leave that to ADD:<V>FEAT() ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-13 17:59 Message: Logged In: YES user_id=324612 I remember we chosed PARAM to indicate the options but I think OPTION: would work better. Other options that are needed: MONSTER REMOVEBLE (FEATAUTO feat cannot be removed by the user but ADD:FEAT() can. Let's have this opionnal). PREREQ=YES|NO (only the feats that for witch the prereq are met get added) The default if normal FEAT in no other option is present (VIRTUAL, MONSTER, REMOVEBLE). The default for PREREQ is NO. The option section is optionnal (ironic) but if present must be the first parameter (to the left). Multiple options are possible and must be separated by coma. ADD:FEAT|OPTION:VITURAL,PREREQ=YES|TYPE=Fighter This would add all the fighter feats for which the PC meet the requirement. The feats would be displayed as VIRTUAL i.e. in the purple colour and it would not be possible for the user to remove them. OPTION might be a bit long. I think we should also accept OPT:. That would make: ADD:FEAT|OPT:VIRTUAL|Alertness Since we already have three category of feats and may have more in the future, I would like to have AUTO:FEAT with options rather then AUTO:FEAT, AUTO:VFEAT, AUTO:MFEAT, AUTO:RFEAT. Let's go Devon, get cracking :-). P.S. the PREREQ option is a nice to have for now. It is not needed for 5.8. Same thing for REMOVABLE although this one would be very useful. ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2004-09-13 14:29 Message: Logged In: YES user_id=208239 Back on the 5.8 list. VFEAT PRExxx stuff isn't working, and this is needed to get the 3.5 Ranger working smoothly. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=989026&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-15 12:49:44
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Bugs item #1028535, was opened at 2004-09-15 14:49 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=1028535&group_id=25576 Category: LST Editor Group: None Status: Open Resolution: None Priority: 5 Submitted By: Myrath (myrath) Assigned to: Nobody/Anonymous (nobody) Summary: [PCG5.7.5] Gnome copy doens't work Initial Comment: Copy-ing the race GNOME doesn't work in the list editor when using the 3.5 basic (+advanced) set. Same goes for forrest gnome etc. Halfling etc. Work just fine. i've seen this error in earlier versions too. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028535&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-15 12:43:02
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Bugs item #1028488, was opened at 2004-09-15 06:44 Message generated for change (Comment added) made by eddyanthony 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: 5 Submitted By: Paul W. King (kingpaul) Assigned to: Nobody/Anonymous (nobody) 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: Eddy Anthony (eddyanthony) Date: 2004-09-15 08:42 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 |