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From: SourceForge.net <no...@so...> - 2004-09-15 12:42:39
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Bugs item #1028526, was opened at 2004-09-15 14:41 Message generated for change (Settings changed) made by ravagon You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028526&group_id=25576 Category: Other Group: None Status: Open Resolution: None >Priority: 6 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: STAT.x.NOEQUIP.NOTEMP incorrect with non-stacking equipment Initial Comment: [14:30] <Zaister> i made a halfling with DEX 19 (inkl. racial bonus). when I add Gloves of Dexterity +2, it works, but when I use a temp bonus for Cat's Grace it falls apart and shows only 17 for NOEQUIP.NOTEMP, i.e. it deducts +6 bonus from the correct total of 23 [14:31] <Zaister> without realizing the +2 and +4 don't stack [14:33] <Frugal> So what it is probably doing is finding the the total for DEX, then removing any bonus given from EQUIPMENT or temporary bonuses. Rather than starting from the base stat and just not adding the bonuses... BUG ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028526&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-15 12:41:18
|
Bugs item #1028526, was opened at 2004-09-15 14:41 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=1028526&group_id=25576 Category: Other Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: STAT.x.NOEQUIP.NOTEMP incorrect with non-stacking equipment Initial Comment: [14:30] <Zaister> i made a halfling with DEX 19 (inkl. racial bonus). when I add Gloves of Dexterity +2, it works, but when I use a temp bonus for Cat's Grace it falls apart and shows only 17 for NOEQUIP.NOTEMP, i.e. it deducts +6 bonus from the correct total of 23 [14:31] <Zaister> without realizing the +2 and +4 don't stack [14:33] <Frugal> So what it is probably doing is finding the the total for DEX, then removing any bonus given from EQUIPMENT or temporary bonuses. Rather than starting from the base stat and just not adding the bonuses... BUG ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028526&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-15 10:44:52
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Bugs item #1028488, was opened at 2004-09-15 06:44 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=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 ---------------------------------------------------------------------- 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 10:32:40
|
Bugs item #1028480, was opened at 2004-09-15 06:32 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=1028480&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: Debug not working on Mac Initial Comment: Per http://groups.yahoo.com/group/pcgen/message/79089 This is probably exactly what you don't want to hear: I'm running it on a mac. turning on debug mode did not result in any errors. I admit to not knowing how to run .jar files from a comand line. 'java -jar pcgen.jar' simply starts PCGen in the GUI. === 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=1028480&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-15 10:31:17
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GMGen Bugs item #1028476, was opened at 2004-09-15 06:31 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=627102&aid=1028476&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: [5.6.1] Damage button in initiative tab Initial Comment: Per http://groups.yahoo.com/group/pcgen/message/79089 > you can't select a character? I can select a character, but only a limited selection of buttons work when i do: kill, stablize, raise and roll save work; heal and damage perform the action on the character whose initiative it is, rather than the selected character === Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=627102&aid=1028476&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-14 19:46:37
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Bugs item #1028150, was opened at 2004-09-14 15:46 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=1028150&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: [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...> - 2004-09-14 16:52:40
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Bugs item #1028044, was opened at 2004-09-14 18:51 Message generated for change (Settings changed) made by ravagon You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1028044&group_id=25576 Category: Feat Support Group: None Status: Open Resolution: None >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). ---------------------------------------------------------------------- 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...> - 2004-09-14 16:51:08
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Bugs item #1028044, was opened at 2004-09-14 18:51 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=1028044&group_id=25576 Category: Feat Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) 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). ---------------------------------------------------------------------- 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...> - 2004-09-14 14:01:41
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Bugs item #914576, was opened at 2004-03-11 18:51 Message generated for change (Comment added) made by eddyanthony 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: Open Resolution: None Priority: 7 Submitted By: David Emiley (sadena) >Assigned to: Devon Jones (soulcatcher) 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: Eddy Anthony (eddyanthony) Date: 2004-09-14 10:01 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: 2004-09-09 23:07 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: 2004-09-09 21:53 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: 2004-09-09 17:03 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: 2004-04-18 19:22 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: 2004-03-14 14:42 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...> - 2004-09-14 10:54:46
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Bugs item #849432, was opened at 2003-11-26 04:49 Message generated for change (Comment added) made by frugal You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=849432&group_id=25576 Category: Feat Support Group: 5.6.0 RC 3 Status: Open Resolution: None Priority: 7 Submitted By: Martijn Verburg (karianna) Assigned to: Eric Beaudoin (ericbeaudoin) Summary: Levelling Down does not remove Hidden feats Initial Comment: RE:[TM] [pcgen] [Bug] Calculations do not take in all caster levels and removing prestige class does not remove hidden feats. ---------------------------------------------------------------------- >Comment By: Frugal (frugal) Date: 2004-09-14 10:54 Message: Logged In: YES user_id=4807 Please note that this problem is more generic that just Feats, it will cause a problem with _any_ object given by a class that is added directly to the character rather then referenced by the class level. ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-10 00:41 Message: Logged In: YES user_id=324612 This is not a style issue. FEATAUTO (AUTO:FEAT and FEAT), and ADD:FEAT do not have the same role and cannot be used interchansibly. The ADD:* tags display a chooser, the AUTO:* do not. There were a few places in the .lst that ADD:* was used intead of the non-chooser version but that was done to work around limitations or bugs in PCGEN. ---------------------------------------------------------------------- Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 16:34 Message: Logged In: YES user_id=23904 OK this seems like a style issue. We need to Identify which sets use ADD:FEAT vs. FEATAUTO and schedule them to be fixed and tested. ---------------------------------------------------------------------- Comment By: Frugal (frugal) Date: 2004-07-29 10:58 Message: Logged In: YES user_id=4807 Ah! I see the problem. If you use FEATAUTO then the feat is never added to the Character directly it is always retrieved from the appropriate class level. If you use ADD:FEAT then you are adding a feat to the character directly. The newly added feat has no way of knowing that it came from a class level, therefore there is no way of removing the feat when the class level is removed... What we need to do is either: - have a mechanism for associating every object (A) assigned to a character with the object (B) that assigned it. That way, when we remove object (B) we can look at every object in the PlayerCharacter and remove object (A) - or never add secondary objects directly to the PlayerCharacter. If a class level adds a feat then it should be stored inside the level object, not the character object... Warning: Here be Dragons!!! This will not be an easy change to do. ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2004-07-29 01:16 Message: Logged In: YES user_id=208239 Concrete example: Add Ftr1 Add Cleric 1. Remove Cleric 1. Note that the Feats number isn't back down, and that the Turning SA is still there (albeit with zeros since the BONUS statements evaluate to zero now). Remove Ftr 1. Note that the feats stuff has totally reset. So when all class levels are gone, everything is taken care of. Just not some of the times when doing partial leveling down. ---------------------------------------------------------------------- Comment By: Frugal (frugal) Date: 2004-07-26 13:54 Message: Logged In: YES user_id=4807 Created a Ftr1 character with RSRD. Added a level of Monk. AC went up due to hidden "Monk AC" feat added via FEATAUTO. Remoevd level of monk. AC went down again... Seems to work for me. Unless anyone can provide a concrete example this tracker should be closed as fixed. ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-05-31 10:26 Message: Logged In: YES user_id=277877 Is this still a valid tracker? Paul W. King OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-26 03:47 Message: Logged In: YES user_id=252169 OK, this is still a problem under RC3. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-12 01:41 Message: Logged In: YES user_id=252169 We _almost_ have levelling down working perfectly, lets knock this over! ---------------------------------------------------------------------- Comment By: Thunder Denton (thunderdenton) Date: 2003-11-26 16:05 Message: Logged In: YES user_id=918226 I added a seperate issue for the calculations. This issue may take a few versions to get fixed and the other one is more important and worked at one time. This issue: Work arounds I use are: Unhide hidden feats to allow them to be removed. Edit the character pcg file to remove the feats. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=849432&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-14 01:19:49
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Bugs item #1027633, was opened at 2004-09-14 01:19 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=1027633&group_id=25576 Category: Skill Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Fangface (fangface) Assigned to: Nobody/Anonymous (nobody) Summary: Skills Assignment Acting Strange Initial Comment: I created a new Elven Rogue by 3.5e ruleset. Everything went fine until the skills tab. A full list, exceeding my max skill points what's more, was in display on the right side, and a number of things were strange. 1) When I go to add a new skill from the left, it does not show up on the right. 2) When I select a skill on the right and choose to remove it, it responds with something like "Skill rating may not go below zero". 3) When I right-click a right-side skill item and select "remove 1" to remove 1 skill point's-worth from that skill, it says "may not exceed maximum skill point limit" or something like that. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1027633&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-13 22:59:38
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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: 2004-09-13 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...> - 2004-09-13 19:29:31
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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: 2004-09-13 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...> - 2004-09-13 19:28:30
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Feature Requests item #989026, was opened at 2004-07-11 19:35 Message generated for change (Settings changed) made by michaelbeaver 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: [5.10] 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. ---------------------------------------------------------------------- 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...> - 2004-09-13 10:22:40
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Feature Requests item #1027142, was opened at 2004-09-13 06:22 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=1027142&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: BASEITEM copies equipment information over Initial Comment: Per http://groups.yahoo.com/group/PCGenListFileHelp/messa ge/6836 > I've been creating some specific weapons and armors, > and I just want to make sure I'm understanding > something correctly. The BASEITEM tag doesn't > actually grab the stats of the item in question > (damage, armor check, spell failure, weight, etc), > correct? If so, what be required so it does? This way, > duplication of information does not happen (at least in > this case). For a long time BASEITEM was believed by the data crew to copy all the elements of the referred item, and then tags in the specific item were replaced in the new object if present. When we figured out it didn't do that and it had been designed to not, we just moved on to make PCGen work. It would be nice, and IIRC there was a FReq once upon a time, but there have been several "FReq flushes" since then.... As to what is required? In a nutshell, a nice tracker and a Code Monkey with an itch. === 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=1027142&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-12 23:44:04
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Bugs item #998085, was opened at 2004-07-26 10:41 Message generated for change (Comment added) made by eddyanthony You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=998085&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 3 Submitted By: Eddy Anthony (eddyanthony) Assigned to: Nobody/Anonymous (nobody) Summary: HELP tag in .pcc not quite working Initial Comment: There is a new tag for .pcc files - HELP: This tag lets you enter a path to an html help file which can then be accessed in the GUI by right clicking on the source. It does not appear to be working correctly though. Instead of treating it like a relitive address it is treated as a web address in the same way as the source web tag treats it. This makes it impossible to point to local files in the PCGen directory. I have a feature request to go with this bug. As it would be very useful to be able to include help files in the same directory as the sources I would like with a relitive link to be able to point to the data directory as well as the help directory. Maybe the relitive link should use the PCGen folder as the root directory. Also could a HELP button be added in the GUI? next to the WEB button would be nice. ---------------------------------------------------------------------- >Comment By: Eddy Anthony (eddyanthony) Date: 2004-09-12 19:44 Message: Logged In: YES user_id=886893 I've written a doc tag entry for the HELP tag, this is my wish for how I'd like to see it work. ____________________________________________________ Tag Name: HELP:x Variables Used (x):Text (File path) What it does: Use to point to an html or text file containing information which is (hopfully) useful to the end user. How to do things which may not be intuitive in the interface as well as work arounds for things which cannot be done in PCGen at the time would be listed. The tag activates the Help button in the Sources Tab (does not exist yet) or can be activated by right clicking a source in the source list and choosing 'Help'. When including help files you only need to use their filename if they are located in the same directory as the PCC file, itself. If not, you must include path information along with the filename: you may use relative paths (e.g., PCC:..\peerdirectory\myothersource.pcc), or; a special absolute path (e.g., PCC:@\foogames\sourcebooks\foo\core\fhandbook\fhb.pcc). Using the special character @ indicates that you want to start the file search from the root directory of PCGen instead of the directory where the current PCC file is located. You can also use a web address to indicate a file on the internet. Examples: HELP:fhb_help.html Opens the file fhb_help.html, which is in the same directory as the .pcc file calling it, in a web browser. HELP:@/Help/foogames/fhb_help.html Opens the file from a path relitive to the PCGen folder. In this example a Help folder would have been added to the project CVS where the Help files would be kept. HELP:http://www.foogames.com/fhandbook/fhb_help.html Opens the help file from a web site. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=998085&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-12 15:01:33
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Feature Requests item #1026709, was opened at 2004-09-12 17:01 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=1026709&group_id=25576 Category: Campaign Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: PREREGION modification Initial Comment: Change PREREGION so you can specify several regions and if one of them is met you have access to feat, language, class or prestigeclass. Ex. PREREGION:the Dragon Coast,the Vale,Waterdeep Subregions shouldn't be any problems as you should do it like this. PREREGION:the Dragon Coast,Slithe (Barrows) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1026709&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-12 14:31:27
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Bugs item #1026696, was opened at 2004-09-12 14:31 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=1026696&group_id=25576 Category: User Interface Group: None Status: Open Resolution: None Priority: 5 Submitted By: Douglas Bowie (kizan) Assigned to: Nobody/Anonymous (nobody) Summary: [5.7.5] Spell Listing ordering erro Initial Comment: On the spells tab, when looking at the listing of what spells are avalible. The tree viewing of levels of spells goes in this order 0,1, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 2, 3, 4, 5, 6, 7, 8, 9 While this is correct alphabetically could it be sorted 0-19. Thanx, Kizan ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1026696&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-12 13:37:15
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Bugs item #1026678, was opened at 2004-09-12 13:37 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=1026678&group_id=25576 Category: Import/Save Character Group: 5.7.1 Status: Open Resolution: None Priority: 5 Submitted By: Douglas Bowie (kizan) Assigned to: Nobody/Anonymous (nobody) Summary: [5.7.5] Load character error Initial Comment: Dear PCGen Guys, When I load a charcter that worked fine in the previous version. During load of character I get the error, "This character doesn't qualify for level 1". I get the error one time for every different character class the PC has. I assume this means that PCGen thinks that the PC doesn't qualify for the class. You can just press enter several times and everything seems to load. However, I can't understand how a character couldn't qualify for a level in fighter or other base class. This is an irritating error. Thanx, Kizan ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1026678&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-12 04:20:44
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Bugs item #1026539, was opened at 2004-09-11 22:00 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1026539&group_id=25576 Category: Import/Save Character Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) >Assigned to: Devon Jones (soulcatcher) Summary: [5.7.5]Error loading character pcg Initial Comment: Dunno if this should be in this category since it errors when loading a character pcg file. Error popup nr1: Error: Invalid PCGen version. Method: parseVersionLine Line: N/A Error popup nr2: Unrecoverable problems occurred while loading the character. Console: Error: No EquipSet selected for output Debug mode and in console: Error in loadPCFromFile gmgen.pluginmgr.messages.StateChangedMessage [source=pcgen.gui.PCGen_Frame1[frame0,- 2,84,1028x600,invalid,layout=java.awt.BorderLayout,title =PCGen v. 5.7.5 Alpha - 35e Campaign,resizable,normal,defaultCloseOperation=DO_NO THING_ON_CLOSE,rootPane=javax.swing.JRootPane [,4,30,1020x566,invalid,layout=javax.swing.JRootPane$Ro otLayout,alignmentX=null,alignmentY=null,border=,flags= 385,maximumSize=,minimumSize=,preferredSize=],rootPan eCheckingEnabled=true]] gmgen.pluginmgr.messages.StateChangedMessage [source=pcgen.gui.PCGen_Frame1[frame0,- 2,84,1028x600,invalid,layout=java.awt.BorderLayout,title =PCGen v. 5.7.5 Alpha - 35e Campaign,resizable,normal,defaultCloseOperation=DO_NO THING_ON_CLOSE,rootPane=javax.swing.JRootPane [,4,30,1020x566,invalid,layout=javax.swing.JRootPane$Ro otLayout,alignmentX=null,alignmentY=null,border=,flags= 385,maximumSize=,minimumSize=,preferredSize=],rootPan eCheckingEnabled=true]] gmgen.pluginmgr.messages.StateChangedMessage [source=pcgen.gui.PCGen_Frame1[frame0,- 2,84,1028x600,invalid,layout=java.awt.BorderLayout,title =PCGen v. 5.7.5 Alpha - 35e Campaign,resizable,normal,defaultCloseOperation=DO_NO THING_ON_CLOSE,rootPane=javax.swing.JRootPane [,4,30,1020x566,invalid,layout=javax.swing.JRootPane$Ro otLayout,alignmentX=null,alignmentY=null,border=,flags= 385,maximumSize=,minimumSize=,preferredSize=],rootPan eCheckingEnabled=true]] To replicate error: Choose any gamemode and load that core book. Make a new character and name it. Then save the character. After that load the very same character or close pcgen then load the character with open/open recent. Probably problem(since I'm no coder I'm not certain): Seems like a problem with invalid layout in pcgen basically. ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-12 00:20 Message: Logged In: YES user_id=324612 OK, until we find a better way, I've reuploaed the release files withe version "5.7.5" instead of "5.7.5 Alpha". I guess I need to find out what PCGEN do with the VERSION tag inthe PCG. Assinging this to Devon so he can help me or find somebody who can :-). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1026539&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-12 03:06:48
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Bugs item #1021573, was opened at 2004-09-03 12:23 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1021573&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: [5.7.4] Equipping bug - looks like spreadsheet Initial Comment: Per http://groups.yahoo.com/group/pcgen/message/79038 Using 574, RSRD. Buy an item, go into equipping tab, select an item and add it to the default set. It brings up the normal "Select a location for this item" dialog, but down the side it has the locations, and then along the top it has the same locations to put this item, it's like a spreadsheet. === Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2004-09-12 13:06 Message: Logged In: YES user_id=558288 Extra setting of buttons to panel has been stopped. Files changed: src/java/pcgen/gui/utils/SwingChooserRadio.java,v new revision: 1.20 ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-09-07 19:08 Message: Logged In: YES user_id=277877 Per http://groups.yahoo.com/group/pcgen/message/79162 I have some additional information for this bug. Purchase a backpack, and a dagger. Equip the backpack. Next, equip the dagger. While doing so, resize the "equip" window and click the primary hand radio button, then the secondary hand radio button. If you do this a few times, you can get both radio buttons to be selected. Also, ocassionally the secondary hand radio button and associated text label will vanish. In addition to these issues, there also appears to be a list box behind the carried radio button and it's text label if you have purchased a container item (like the backpack) and equipped it, then purchased a second item to equip ( I used a dagger (weapon) so that I would get Primary, Secondary, Both Hands, Carried, and Not Carried radio buttons.) === 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=1021573&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-12 02:36:03
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Bugs item #1021573, was opened at 2004-09-03 12:23 Message generated for change (Settings changed) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1021573&group_id=25576 Category: None Group: None Status: Open Resolution: Duplicate Priority: 5 Submitted By: Paul W. King (kingpaul) >Assigned to: James Dempsey (jdempsey) Summary: [5.7.4] Equipping bug - looks like spreadsheet Initial Comment: Per http://groups.yahoo.com/group/pcgen/message/79038 Using 574, RSRD. Buy an item, go into equipping tab, select an item and add it to the default set. It brings up the normal "Select a location for this item" dialog, but down the side it has the locations, and then along the top it has the same locations to put this item, it's like a spreadsheet. === Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-09-07 19:08 Message: Logged In: YES user_id=277877 Per http://groups.yahoo.com/group/pcgen/message/79162 I have some additional information for this bug. Purchase a backpack, and a dagger. Equip the backpack. Next, equip the dagger. While doing so, resize the "equip" window and click the primary hand radio button, then the secondary hand radio button. If you do this a few times, you can get both radio buttons to be selected. Also, ocassionally the secondary hand radio button and associated text label will vanish. In addition to these issues, there also appears to be a list box behind the carried radio button and it's text label if you have purchased a container item (like the backpack) and equipped it, then purchased a second item to equip ( I used a dagger (weapon) so that I would get Primary, Secondary, Both Hands, Carried, and Not Carried radio buttons.) === 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=1021573&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-12 02:00:41
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Bugs item #1026539, was opened at 2004-09-12 04:00 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=1026539&group_id=25576 Category: Import/Save Character Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: [5.7.5]Error loading character pcg Initial Comment: Dunno if this should be in this category since it errors when loading a character pcg file. Error popup nr1: Error: Invalid PCGen version. Method: parseVersionLine Line: N/A Error popup nr2: Unrecoverable problems occurred while loading the character. Console: Error: No EquipSet selected for output Debug mode and in console: Error in loadPCFromFile gmgen.pluginmgr.messages.StateChangedMessage [source=pcgen.gui.PCGen_Frame1[frame0,- 2,84,1028x600,invalid,layout=java.awt.BorderLayout,title =PCGen v. 5.7.5 Alpha - 35e Campaign,resizable,normal,defaultCloseOperation=DO_NO THING_ON_CLOSE,rootPane=javax.swing.JRootPane [,4,30,1020x566,invalid,layout=javax.swing.JRootPane$Ro otLayout,alignmentX=null,alignmentY=null,border=,flags= 385,maximumSize=,minimumSize=,preferredSize=],rootPan eCheckingEnabled=true]] gmgen.pluginmgr.messages.StateChangedMessage [source=pcgen.gui.PCGen_Frame1[frame0,- 2,84,1028x600,invalid,layout=java.awt.BorderLayout,title =PCGen v. 5.7.5 Alpha - 35e Campaign,resizable,normal,defaultCloseOperation=DO_NO THING_ON_CLOSE,rootPane=javax.swing.JRootPane [,4,30,1020x566,invalid,layout=javax.swing.JRootPane$Ro otLayout,alignmentX=null,alignmentY=null,border=,flags= 385,maximumSize=,minimumSize=,preferredSize=],rootPan eCheckingEnabled=true]] gmgen.pluginmgr.messages.StateChangedMessage [source=pcgen.gui.PCGen_Frame1[frame0,- 2,84,1028x600,invalid,layout=java.awt.BorderLayout,title =PCGen v. 5.7.5 Alpha - 35e Campaign,resizable,normal,defaultCloseOperation=DO_NO THING_ON_CLOSE,rootPane=javax.swing.JRootPane [,4,30,1020x566,invalid,layout=javax.swing.JRootPane$Ro otLayout,alignmentX=null,alignmentY=null,border=,flags= 385,maximumSize=,minimumSize=,preferredSize=],rootPan eCheckingEnabled=true]] To replicate error: Choose any gamemode and load that core book. Make a new character and name it. Then save the character. After that load the very same character or close pcgen then load the character with open/open recent. Probably problem(since I'm no coder I'm not certain): Seems like a problem with invalid layout in pcgen basically. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1026539&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-11 19:04:45
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Bugs item #902899, was opened at 2004-02-23 13:05 Message generated for change (Comment added) made by merton_monk You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=902899&group_id=25576 Category: Domain/Spell Support Group: 5.6.0 RC 3 Status: Open Resolution: None >Priority: 7 Submitted By: David Emiley (sadena) >Assigned to: Bryan McRoberts (merton_monk) Summary: 5.6 RC-3 Bug - Prestige Domain Spells Initial Comment: Prestige domain spells are not showing up at all. This is using the CMP Defenders of Faith source, so I can't say whose problem this is. This is in 3.0 ---------------------------------------------------------------------- >Comment By: Bryan McRoberts (merton_monk) Date: 2004-09-11 14:04 Message: Logged In: YES user_id=195874 I'm probably most familiar with domains spells and the spell tab. ---------------------------------------------------------------------- Comment By: Joshua Randall (joshuarandall) Date: 2004-06-30 13:12 Message: Logged In: YES user_id=980331 Sorry for the delay in responding. I have not upgraded past PCGen version 5.6. However, someone with the newest version could easily test this bug by following the steps I went through in my message dated 2004-03-01. Hope this helps. ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-05-31 05:28 Message: Logged In: YES user_id=277877 Is this still a valid tracker? Paul W. King OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD ---------------------------------------------------------------------- Comment By: Xzanron (xzanron) Date: 2004-03-09 16:01 Message: Logged In: YES user_id=994230 I have the same problem (i think) with a custom prestige class I created pre 5.4.0. In 5.4 my domain spells were correctly displayed as spell choices. In 5.6.0 (release) I don't get the domain spells displayed at all as choices. My particular prestige class adds a domain to a Sorceror (as per the rules in Tome and Blood), so my main char isn't a cleric. I can correctly select the domain, but no spells show up. My Prestige class was hand created (not comfortable with the LST editors). Originally in the customsource directory, Later moved to its own Source folder, although I don't think that should make a difference. ---------------------------------------------------------------------- Comment By: Joshua Randall (joshuarandall) Date: 2004-03-01 09:29 Message: Logged In: YES user_id=980331 Have tested using 5.6 release. Still a problem. See below. = = = = = Windows 2000 SP 3 Java 1.4.1_03 PCGen 5.60, clean install load only RSRD file ### first I will test creating a custom Domain, Spell, and Deity to see if it works Tools | List Editor Domain | New create the Blaster domain Save Spells | Copy make a copy of Magic Missile rename it to Blaster Missile on the Domains tab, select it as a Blaster=1 domain spell Save Deity | New create the BlasterGod he is True Neutral his domains are Blaster (custom), Destruction, and Death his followers can be NE, NG, TN Save Close List Editor create a new 1st level human cleric with 14 Wis and other abilities 10 alignment is NG add a cleric level go to Domains tab and select BlasterGod as deity on right frame, highlight and select Blaster and Destruction domains go to Spells tab in left frame, open Cleric | Level 1 | Domains Blaster Missile [Blaster] and Inflict Light Wounds [Destruction] correctly show up as Domain spells check HTML output sheet via Preview command BlasterGod correctly shows up as Deity, and Domain spells show up in spell listing Close character ### next I will create a Feat that adds another Domain ### this will test a cleric with two regular Domains who adds one custom Domain Tools | List Editor Feat | New create a General feat called Extra Domain on the Advanced tab, add BONUS:DOMAIN|NUMBER|1 Save & Close create a new 1st level human cleric with 14 Wis and other abilities 10 alignment is NG add a cleric level go to Domains tab and select BlasterGod as deity on right frame, highlight and select Death and Destruction domains go to Spells tab in left frame, open Cleric | Level 1 | Domains Cause Fear [Death] and Inflict Light Wounds [Destruction] correctly show up as Domain spells check HTML output sheet via Preview command BlasterGod correctly shows up as Deity, and regular Domain spells show up in spell listing go back to character on Feats tab, add Extra Domain feat go to Domains tab highlight and select Blaster domain go to Spells tab in left frame, open Cleric | Level 1 | Domains Blaster Missile [Blaster] also shows up as a Domain spell however, in right frame, Blaster Missile does not show up in Cleric | Level 1 spell list check HTML output sheet via Preview command BlasterGod correctly shows up as Deity, and all three Domains are listed however, Blaster Missile is not listed in 1st level spells ### some portion of the custom domain function is not working correctly ### also, if you create a custom domain with regular RSRD spells in it, ### there is no easy way to add those spells to the domain ### (because you cannot Edit an RSRD spell under List Editor, only Copy it) ---------------------------------------------------------------------- Comment By: Joshua Randall (joshuarandall) Date: 2004-02-27 11:32 Message: Logged In: YES user_id=980331 Let's table this until the 5.6 stable release is available. I will then test this situation again using both LST editor and hand- coded prestige domains. Thanks. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-26 16:21 Message: Logged In: YES user_id=252169 Erk, OK, I think you've got a problem with the methodology here. the customX.lst files are the ones that get written to by the LST Editors. You are correct the LST editors aren't the flashest, its best to hand code these things. Have you read the docs on hand coding LST files? Another option is to add some lines into the existing official data sets. The prestige domain spells are showing up for the official datasets so I _think_ the code is sound K TM SB ---------------------------------------------------------------------- Comment By: Joshua Randall (joshuarandall) Date: 2004-02-26 11:38 Message: Logged In: YES user_id=980331 Response to karianna's question, "how did you make this prestige domain?" Answer: I wrote it into customDomains.lst and also rsrd_spells.lst (add/modify the DOMAINS tag to any spell that is part of a domain). I did *not* use PCGen's .lst editor, because I don't like it. I am reasonably sure I did everything right. The domain shows up as selectable for the appropriate deity, and when you select it, it kicks in the appropriate bonuses that I coded (e.g. bonus to Turning Damage). But the domain spells are not selectable on the Spells tab. Is it possible that PCGen is hard-coded only to look for (the first) two domains you possess, when considering spells? If you'd like to take a look at my files, e-mail me... I can't figure out how to post them here (new at this Sourceforge stuff). Thanks! ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-25 16:12 Message: Logged In: YES user_id=252169 How did you make this custom prestige domain? ---------------------------------------------------------------------- Comment By: Joshua Randall (joshuarandall) Date: 2004-02-23 14:19 Message: Logged In: YES user_id=980331 Confirmed that this is also an error with 3.5 RSRD loaded, and a custom-entered prestige domain (non-CMP). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=902899&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-11 03:39:54
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Bugs item #1025550, was opened at 2004-09-10 05:24 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=1025550&group_id=25576 Category: Other Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: no localization file found Initial Comment: no localization file found error needs to be removed ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025550&group_id=25576 |