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From: SourceForge.net <no...@so...> - 2004-09-11 03:39:53
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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: Eddy Anthony (eddyanthony) 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: 2004-09-09 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...> - 2004-09-11 02:16:07
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Bugs item #1013987, was opened at 2004-08-22 22:58 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1013987&group_id=25576 Category: Race Support Group: None >Status: Pending Resolution: None Priority: 5 Submitted By: David Nielson (nielsondc) >Assigned to: Eric Beaudoin (ericbeaudoin) Summary: [5.6.1] Dwarven martial familiarity with Dwarven Ugrosh Initial Comment: When I create a Dwarven Fighter character, martial familiarity with the Dwarven Ugrosh is not appearing on his list of weapon proficiencies (as it should). ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-10 03:08 Message: Logged In: YES user_id=23904 Works in the latest autobuild from 9/9/2004. Should be able to be closed. ---------------------------------------------------------------------- Comment By: David Nielson (nielsondc) Date: 2004-08-23 02:44 Message: Logged In: YES user_id=278011 I fixed this problem by deleting the 3.0 srd data files. I think this problem could be be related to the bug that claims the 3.5 rsrd is not overwriting some of the 3.0 srd data files. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1013987&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-11 02:00:30
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Bugs item #1018777, was opened at 2004-08-29 19:26 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1018777&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Paul W. King (kingpaul) Assigned to: Nobody/Anonymous (nobody) Summary: SPELLLIST broken Initial Comment: Per http://groups.yahoo.com/group/PCGenListFileHelp/messa ge/6686 I tried some older versions and I found that this works in 5.5.5 but not in 5.6.0 nor 5.7.4. So is this a bug or is there another way it is supposed to be done? Ratheof Blithwyn Data Lemur --- In PCG...@ya..., "blithwyn" <blithwyn@y...> wrote: > I have a new class "New Wizard" that is supposed to > choose from the Wizards spell list plus a couple of new > ones specific to the "New Wizard". So in the class file > on a class line I put: SPELLLIST:2|Wizard|New Wizard > KNOWNSPELLS:LEVEL=0 > > What happens is that in the spell tab on the left side I > only see the spells from Wizard. And on the right side > on level 0 (all known) I see what I expect, i.e. the > Wizards + New Wizards spells. What am I doing wrong > here? How can I make my new spells to show up on > the left side as well? > > Ratheof Blithwyn > Data Lemur === Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-09 23:06 Message: Logged In: YES user_id=324612 Can someone attach a zip with example .lst files so we can really see what you guys are talking about (or maybe this is used somewhere in the existing PCGenDM files)? TIA ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1018777&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-11 01:49:27
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Bugs item #1025546, was opened at 2004-09-10 05:21 Message generated for change (Settings changed) made by ravagon You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025546&group_id=25576 Category: User Interface Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) >Assigned to: Devon Jones (soulcatcher) Summary: Temp bonus fix Initial Comment: fix temp mods so that we can add the temp mod checkbox back in. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025546&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-11 00:27:49
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Bugs item #1023376, was opened at 2004-09-06 19:53 Message generated for change (Comment added) made by the_gnome You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1023376&group_id=25576 Category: Other Group: None Status: Open Resolution: None Priority: 5 Submitted By: The Gnome (the_gnome) Assigned to: Nobody/Anonymous (nobody) Summary: Export or Print Out of Memory Error [5.7.4] Initial Comment: Hi Whenever I try to export to pdf or print my character sheet I get an out of memory error: [INFO] building formatting object tree [INFO] setting up fonts [INFO] [1] [WARNING] Sum of fixed column widths 243779 greater than maximum specified IPD 2 43778 [INFO] area contents overflows area in line [INFO] area contents overflows area in line [INFO] area contents overflows area in line [INFO] area contents overflows area in line [INFO] [2] [INFO] area contents overflows area in line 242418.0 [INFO] [3] [INFO] [3] java.lang.OutOfMemoryError java.lang.OutOfMemoryError java.lang.OutOfMemoryError ---------------------------------------------------------------------- >Comment By: The Gnome (the_gnome) Date: 2004-09-10 19:27 Message: Logged In: YES user_id=1117213 Hi, I modified the bat file per your recommendation and it only partially worked. If I set it to the following: java -jar pcgen.jar -Xmx 2048 I can export the character if I set the "Do not export spells with PC" option. Otherwise the memory error continues. Thanks! ---------------------------------------------------------------------- Comment By: James Dempsey (jdempsey) Date: 2004-09-07 22:27 Message: Logged In: YES user_id=558288 Hi, Have you tried to modify your pcgen.bat file? There is a commented out line there which allows you to set the amount of memory PCGen can use. Commenting out the normal line and uncommenting the alternative one might help you out. You can change the amount of memory allocated to as much as you like, but it is generally recommended not to go over the amount of physical RAM in your computer. Cheers, James Dempsey PCGen Code Monkey ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1023376&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 21:50:24
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Bugs item #1025870, was opened at 2004-09-10 15:52 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=1025870&group_id=25576 Category: Race Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: Badly formed MOVE token: (*2)MIN120 Initial Comment: Template of Half-Dragon MOVECLONE:X,x,Y,y only accepts text for X,Y and integers for x,y with no math applied so no paranthesises and such symbols ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025870&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 21:43:25
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Feature Requests item #627939, was opened at 2002-10-24 13:02 Message generated for change (Comment added) made by zaister You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=627939&group_id=25576 Category: Spell Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Joan Siegenthaler (ashlynne12) Assigned to: Stefan Radermacher (zaister) Summary: Don't show unusable alignment spells for clerics Initial Comment: Moved from PCGen DM where it was New Source Material Request #626113 Ashlynne TM ---------------------------- Summary ---------------------------- Delete unusable alignment spells Delete unusable alignment spells It would be cool if cleric spells of opposite alignment didn't show up on the spell list. eg Desecrate wasn't listed for a Good cleric. From PCGEN where it was FREQ # 525462 joseFFF TM lemure ----------------------------- Comments ----------------------------- Date: 2002-10-23 19:33 Sender: karianna Logged In: YES user_id=252169 Ash, please move to PCGEN FREQs Karianna TM -------------------------------------------------------------------------------- Date: 2002-10-23 19:32 Sender: tir-gwaith Logged In: YES user_id=208239 This is a Code issue. A Wizard can cast spells of opposite alignment. It is a Class by Class issue. So adding a PREALIGN tag to the spell is not going to work (it will cause another bug) Tir Gwaith -------------------------------------------------------------------------------- Date: 2002-10-23 19:29 Sender: karianna Logged In: YES user_id=252169 Copying over comments that were missed K ----------------------------------------------------------------- ------------- Date: 2002-10-21 04:51 Sender: mynex Logged In: YES user_id=270475 Karianna, move to DM - FReqs please. The spells are undergoing a revamp (to remove the class spells list file) and when it's done, we will be able to assign (show) the correct spells based on alignment (using the PREALIGN) tag in the spell itself. ----------------------------------------------------------------- --------------- Date: 2002-06-11 09:34 Sender: karianna Logged In: YES user_id=252169 Hi Bryan! Sorry about the previous abrupt questioning. I've received your list of stuff you are currently working on (so now I know better ;p), so the question here is, do you still want this one assigned to you? Karianna Tracker Monkey ----------------------------------------------------------------- --------------- Date: 2002-03-16 04:30 Sender: nobody Logged In: NO Two small probs with that fix. You'd also have to monitor Deity alignment (as well as cleric alignment), and exclude Opposing alignment spells (not non-matching). ie A Neutral cleric of Pelor can't cast Evil spells, but can cast L,C,&G. Oh yeah, a 3rd thing: Summon Monster IX is on all the alignment lists, so it would have to be left out when adding "PREALIGN" or whatever. ----------------------------------------------------------------- --------------- Date: 2002-03-11 07:19 Sender: mynex Logged In: YES user_id=270475 Okay, this is similiar to splitting the spell lists by alignment (as was done once before)... Since this is an issue, we need a better way to determine this within PCGen itself instead of splitting the list files by alignment bulking them up. I would recommend adding code that would read the character alignment, then read the spells present in the spell list/domain list and if the PREALIGN (Would need to be added to the spells that require alignments - this part is list related) doesn't match, then the spell would not be listed as a viable choice for the character. ----------------------------------------------------------------- --------------- Date: 2002-03-06 05:58 Sender: nobody Logged In: NO P32 PHB "C,E,G,L Spells A cleric can't cast spells of an alignment opposed to his own or to his deity's." ----------------------------------------------------------------- --------------- Date: 2002-03-06 03:32 Sender: merton_monk Logged In: YES user_id=195874 It's a valid spell for them - just not a Domain spell. Or am I missing something? ---------------------------------------------------------------------- >Comment By: Stefan Radermacher (zaister) Date: 2004-09-10 10:43 Message: Logged In: YES user_id=435051 I have no problem with the interpretation which spells are affected, I was just going by the word of the rules, but I can live with the restriction only affecting the actual cleric or druid spells and not any other spells the character might have. I think this is probably the most sensible interpretation, because the restriction seems to depend on the divine power just not granting certain spells, which should not have anything to do with arcane spells. It's also ok with me to add a house rule for enabling/disabling resticting cleric spells by alignment, BUT I don't think that should be disabled by default, because, after all, it IS a rule from the books/SRD. If, as Eric says, "many gamers use a less black and white definition of alignment", THAT is the house rule that should need to be explicitly activated, in my opinion. (Actually, I even think this tracker should be a bug, and not a freq, because it produces output that contradicts the rules as written. A good cleric just doesn't get Protection from Good or Desecrate on his spell list in D&D.) Regarding the tag nomenclature, i chose SPELLALIGN because it is short, but SPELLALIGNMENTRESTRICTION, or SPELLALIGNRESTRICT or something like that would be fine with me. Maybe the FORBIDDENSPELLS should be RESTRICTSPELLS then, so the tags are more similar? The "Yes" was just a typo on my part, but the engine checks just the "Y" anyway. Eric, what do you mean by "I'm putting re-opening the tracker."? BTW, if what I said above might come across a bit antagonistic, I have no intention of offending anyone, I'm just speaking my mind there. :-) Regards, Stefan. ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-10 02:36 Message: Logged In: YES user_id=324612 You rule interpretation is unfortunately just an interpretation until someone goes and ask the Sage about it. Furthermore, this has been open in PCGEN for so long and many gamers use a less black and white definition of alingment so we need to make a House Rules in the prefrerence dialog that will disable this if we implement it. Having a GAMEMODE varaible just won't cover it. SPELLALIGN is not really descriptive. It might be worth a discussion in the experimatal list to find a wording. I'd like to see something in the tag name that reminds us that some spell will not be usable because of opposite alingments and SPELLALIGN doesn't do that (there is no idea of forbidence or restriction). With the proper preference option to cover backward compatibility, I'm all for it. BTW, if the rules turns out that the restriction iapplies only to the class spells, the restriction could then be applied only to the spell list of that class. That seems doable since all the spells are listed by classes. It might be another option for the pref.: 1- no restriction, 2- restriction for the classe spell only, 3- restriction to all the character's spells. P.S. It should be SPELLALIGN:YES or SPELLALIGN:NO, hardcoded values are always supposed to be full capital in the .lst. This is usualy important only for the doc examples. I'm putting re-opening the tracker. Not in 5.8 scope unless we had it with the default of disable in the pref. ---------------------------------------------------------------------- Comment By: Stefan Radermacher (zaister) Date: 2004-09-09 16:00 Message: Logged In: YES user_id=435051 I have found a solution for this. First - one question on the rules before i get into details - the RSRD says "A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one)" - it says nothing about this rule only affecting his cleric spells, so I'm assuming if you're a good character, that once you are a cleric, this affects ALL your spells and you cannot even cast, for example, a wizard spell with an evil descriptor - although a good wizard (who is not also a cleric) could. If anyone has evidence to the contrary, please let me know. OK, my solution looks likes this. Since alignments aren't hard-coded, the relationship between alignments and descriptors must also be in the config files. I chose to add a tag to the ALIGNMENT lines of the gamemode file statsandchecks.lst, so an entry now looks like that: ALIGNMENTNAME:Lawful Good <tab> ABB:LG <tab> FORBIDDENSPELLS:Chaotic,Evil Furthermore I have defined a token called SPELLALIGN for class files, so clerics and druids need to get SPELLALIGN:Yes added to their CLASS lines. The mechanism I have devised counts the number of classes a character has that have these restrictions, and if that count is greater than zero, it prohibits the character taking a conflicting spell or having it assigned as an auto spell. BTW; this can also be used to impose the alignment restrictions on sanctified and corrupt spells from the Books of Exalted Deeds/Vile Darkness. The change would, of course, require all gamemodes to be adapted to work be affected. However, a non-adapted gamemode will continue to function as before. Any concerns or objections to this plan? Or any comments or ideas? I'd be happy to hear. ---------------------------------------------------------------------- Comment By: Felipe Diniz (fdiniz) Date: 2003-06-14 17:06 Message: Logged In: YES user_id=615168 657042 was closed. I think this can be done, now. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2003-02-05 02:24 Message: Logged In: YES user_id=252169 Sure can, the related freq is 657042 K TM ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2003-01-29 10:57 Message: Logged In: YES user_id=208239 First wave could be done with PREALIGN, for those spells that are both Cleric and other classes, the proposed embedded [PRExxx] tag would be best here CLASSES:Cleric=5[PREALIGN:0,1,2,3,4] CLASSES:Druid=4 For the rest, we could use an enhanced PROHIBITED selection in either Deity.lst or classes.lst to limit spells. Karianna, can you cross reference this FReq with the one about embedding PRExxx tags to CLASSES? ---------------------------------------------------------------------- Comment By: Wayne Crawford (wcrawford69) Date: 2002-12-21 01:27 Message: Logged In: YES user_id=673274 Question, could something be added to the Deity file to exclude spells with certian descriptors? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=627939&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 14:42:15
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Bugs item #1025551, was opened at 2004-09-10 05:27 Message generated for change (Settings changed) made by ravagon You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025551&group_id=25576 Category: User Interface Group: None >Status: Closed Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) >Assigned to: Devon Jones (soulcatcher) Summary: temp bonuses are broken Initial Comment: temp bonuses are broken ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025551&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 14:07:09
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Bugs item #1025870, was opened at 2004-09-10 15:52 Message generated for change (Comment added) made by ravagon You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025870&group_id=25576 Category: Race Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: Badly formed MOVE token: (*2)MIN120 Initial Comment: Template of Half-Dragon MOVECLONE:X,x,Y,y only accepts text for X,Y and integers for x,y with no math applied so no paranthesises and such symbols ---------------------------------------------------------------------- >Comment By: Ravagon (ravagon) Date: 2004-09-10 16:06 Message: Logged In: YES user_id=1095518 Ah forgot to say this is in the latest autobuild. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025870&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 12:33:46
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Feature Requests item #627939, was opened at 2002-10-24 13:02 Message generated for change (Comment added) made by zaister You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=627939&group_id=25576 Category: Spell Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Joan Siegenthaler (ashlynne12) Assigned to: Stefan Radermacher (zaister) Summary: Don't show unusable alignment spells for clerics Initial Comment: Moved from PCGen DM where it was New Source Material Request #626113 Ashlynne TM ---------------------------- Summary ---------------------------- Delete unusable alignment spells Delete unusable alignment spells It would be cool if cleric spells of opposite alignment didn't show up on the spell list. eg Desecrate wasn't listed for a Good cleric. From PCGEN where it was FREQ # 525462 joseFFF TM lemure ----------------------------- Comments ----------------------------- Date: 2002-10-23 19:33 Sender: karianna Logged In: YES user_id=252169 Ash, please move to PCGEN FREQs Karianna TM -------------------------------------------------------------------------------- Date: 2002-10-23 19:32 Sender: tir-gwaith Logged In: YES user_id=208239 This is a Code issue. A Wizard can cast spells of opposite alignment. It is a Class by Class issue. So adding a PREALIGN tag to the spell is not going to work (it will cause another bug) Tir Gwaith -------------------------------------------------------------------------------- Date: 2002-10-23 19:29 Sender: karianna Logged In: YES user_id=252169 Copying over comments that were missed K ----------------------------------------------------------------- ------------- Date: 2002-10-21 04:51 Sender: mynex Logged In: YES user_id=270475 Karianna, move to DM - FReqs please. The spells are undergoing a revamp (to remove the class spells list file) and when it's done, we will be able to assign (show) the correct spells based on alignment (using the PREALIGN) tag in the spell itself. ----------------------------------------------------------------- --------------- Date: 2002-06-11 09:34 Sender: karianna Logged In: YES user_id=252169 Hi Bryan! Sorry about the previous abrupt questioning. I've received your list of stuff you are currently working on (so now I know better ;p), so the question here is, do you still want this one assigned to you? Karianna Tracker Monkey ----------------------------------------------------------------- --------------- Date: 2002-03-16 04:30 Sender: nobody Logged In: NO Two small probs with that fix. You'd also have to monitor Deity alignment (as well as cleric alignment), and exclude Opposing alignment spells (not non-matching). ie A Neutral cleric of Pelor can't cast Evil spells, but can cast L,C,&G. Oh yeah, a 3rd thing: Summon Monster IX is on all the alignment lists, so it would have to be left out when adding "PREALIGN" or whatever. ----------------------------------------------------------------- --------------- Date: 2002-03-11 07:19 Sender: mynex Logged In: YES user_id=270475 Okay, this is similiar to splitting the spell lists by alignment (as was done once before)... Since this is an issue, we need a better way to determine this within PCGen itself instead of splitting the list files by alignment bulking them up. I would recommend adding code that would read the character alignment, then read the spells present in the spell list/domain list and if the PREALIGN (Would need to be added to the spells that require alignments - this part is list related) doesn't match, then the spell would not be listed as a viable choice for the character. ----------------------------------------------------------------- --------------- Date: 2002-03-06 05:58 Sender: nobody Logged In: NO P32 PHB "C,E,G,L Spells A cleric can't cast spells of an alignment opposed to his own or to his deity's." ----------------------------------------------------------------- --------------- Date: 2002-03-06 03:32 Sender: merton_monk Logged In: YES user_id=195874 It's a valid spell for them - just not a Domain spell. Or am I missing something? ---------------------------------------------------------------------- >Comment By: Stefan Radermacher (zaister) Date: 2004-09-10 14:33 Message: Logged In: YES user_id=435051 OK, I will post on experimental as you suggested. Setting the default isn't a problem as it's in rules.txt anyway, not in the code, I only just realized that, when coding the option. :-) However, the way I've implemented it, if it's enabled and the dataset/gamemode files aren't adapted yet, nothing happens, i.e. it's backwards compatible. I didn't even notice this tracker was closed before... ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-10 14:18 Message: Logged In: YES user_id=324612 I wanted to have disable by default because it will take times until the data sets are aligned (no pun intented) with the new tag thingy. After that we can enable it by default. What I meant was that the tracker was in the closed status and I've re-opened it. The sentence made no sense, I guess it was a brain-craft of mine :-). For the tag name, post on experimental and let everyone suggest stuff. We should have a better name out of it. ---------------------------------------------------------------------- Comment By: Stefan Radermacher (zaister) Date: 2004-09-10 10:43 Message: Logged In: YES user_id=435051 I have no problem with the interpretation which spells are affected, I was just going by the word of the rules, but I can live with the restriction only affecting the actual cleric or druid spells and not any other spells the character might have. I think this is probably the most sensible interpretation, because the restriction seems to depend on the divine power just not granting certain spells, which should not have anything to do with arcane spells. It's also ok with me to add a house rule for enabling/disabling resticting cleric spells by alignment, BUT I don't think that should be disabled by default, because, after all, it IS a rule from the books/SRD. If, as Eric says, "many gamers use a less black and white definition of alignment", THAT is the house rule that should need to be explicitly activated, in my opinion. (Actually, I even think this tracker should be a bug, and not a freq, because it produces output that contradicts the rules as written. A good cleric just doesn't get Protection from Good or Desecrate on his spell list in D&D.) Regarding the tag nomenclature, i chose SPELLALIGN because it is short, but SPELLALIGNMENTRESTRICTION, or SPELLALIGNRESTRICT or something like that would be fine with me. Maybe the FORBIDDENSPELLS should be RESTRICTSPELLS then, so the tags are more similar? The "Yes" was just a typo on my part, but the engine checks just the "Y" anyway. Eric, what do you mean by "I'm putting re-opening the tracker."? BTW, if what I said above might come across a bit antagonistic, I have no intention of offending anyone, I'm just speaking my mind there. :-) Regards, Stefan. ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-10 02:36 Message: Logged In: YES user_id=324612 You rule interpretation is unfortunately just an interpretation until someone goes and ask the Sage about it. Furthermore, this has been open in PCGEN for so long and many gamers use a less black and white definition of alingment so we need to make a House Rules in the prefrerence dialog that will disable this if we implement it. Having a GAMEMODE varaible just won't cover it. SPELLALIGN is not really descriptive. It might be worth a discussion in the experimatal list to find a wording. I'd like to see something in the tag name that reminds us that some spell will not be usable because of opposite alingments and SPELLALIGN doesn't do that (there is no idea of forbidence or restriction). With the proper preference option to cover backward compatibility, I'm all for it. BTW, if the rules turns out that the restriction iapplies only to the class spells, the restriction could then be applied only to the spell list of that class. That seems doable since all the spells are listed by classes. It might be another option for the pref.: 1- no restriction, 2- restriction for the classe spell only, 3- restriction to all the character's spells. P.S. It should be SPELLALIGN:YES or SPELLALIGN:NO, hardcoded values are always supposed to be full capital in the .lst. This is usualy important only for the doc examples. I'm putting re-opening the tracker. Not in 5.8 scope unless we had it with the default of disable in the pref. ---------------------------------------------------------------------- Comment By: Stefan Radermacher (zaister) Date: 2004-09-09 16:00 Message: Logged In: YES user_id=435051 I have found a solution for this. First - one question on the rules before i get into details - the RSRD says "A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one)" - it says nothing about this rule only affecting his cleric spells, so I'm assuming if you're a good character, that once you are a cleric, this affects ALL your spells and you cannot even cast, for example, a wizard spell with an evil descriptor - although a good wizard (who is not also a cleric) could. If anyone has evidence to the contrary, please let me know. OK, my solution looks likes this. Since alignments aren't hard-coded, the relationship between alignments and descriptors must also be in the config files. I chose to add a tag to the ALIGNMENT lines of the gamemode file statsandchecks.lst, so an entry now looks like that: ALIGNMENTNAME:Lawful Good <tab> ABB:LG <tab> FORBIDDENSPELLS:Chaotic,Evil Furthermore I have defined a token called SPELLALIGN for class files, so clerics and druids need to get SPELLALIGN:Yes added to their CLASS lines. The mechanism I have devised counts the number of classes a character has that have these restrictions, and if that count is greater than zero, it prohibits the character taking a conflicting spell or having it assigned as an auto spell. BTW; this can also be used to impose the alignment restrictions on sanctified and corrupt spells from the Books of Exalted Deeds/Vile Darkness. The change would, of course, require all gamemodes to be adapted to work be affected. However, a non-adapted gamemode will continue to function as before. Any concerns or objections to this plan? Or any comments or ideas? I'd be happy to hear. ---------------------------------------------------------------------- Comment By: Felipe Diniz (fdiniz) Date: 2003-06-14 17:06 Message: Logged In: YES user_id=615168 657042 was closed. I think this can be done, now. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2003-02-05 02:24 Message: Logged In: YES user_id=252169 Sure can, the related freq is 657042 K TM ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2003-01-29 10:57 Message: Logged In: YES user_id=208239 First wave could be done with PREALIGN, for those spells that are both Cleric and other classes, the proposed embedded [PRExxx] tag would be best here CLASSES:Cleric=5[PREALIGN:0,1,2,3,4] CLASSES:Druid=4 For the rest, we could use an enhanced PROHIBITED selection in either Deity.lst or classes.lst to limit spells. Karianna, can you cross reference this FReq with the one about embedding PRExxx tags to CLASSES? ---------------------------------------------------------------------- Comment By: Wayne Crawford (wcrawford69) Date: 2002-12-21 01:27 Message: Logged In: YES user_id=673274 Question, could something be added to the Deity file to exclude spells with certian descriptors? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=627939&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 12:33:05
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Bugs item #909139, was opened at 2004-03-03 10:54 Message generated for change (Comment added) made by kingpaul You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=909139&group_id=25576 Category: None Group: 5.6.0 >Status: Closed >Resolution: Fixed Priority: 5 Submitted By: Nicholas Holahan (iwarrior-poet) Assigned to: Paul W. King (kingpaul) Summary: Ride and Disable Device Modifiers Initial Comment: For some reason Ride is automatically populating with a - 2 modifier. Also Disable Device is not correctly using the Int. modifier for my PC. ---------------------------------------------------------------------- >Comment By: Paul W. King (kingpaul) Date: 2004-09-10 05:12 Message: Logged In: YES user_id=277877 I couldn't recreate in 5.7.4 either. Closing. ---------------------------------------------------------------------- Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 15:21 Message: Logged In: YES user_id=23904 Cannot recreate in 5.7.5 Autobuild from 9/9/2004. PK - Can we close? ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-06-06 08:55 Message: Logged In: YES user_id=277877 Why don't you d/l the 5.6.1 patch and see if that has cleared up the problem. ---------------------------------------------------------------------- Comment By: Nicholas Holahan (iwarrior-poet) Date: 2004-05-31 14:07 Message: Logged In: YES user_id=973593 Last I checked it was, unless any changes have been made to the code in the last two months. I have not downloaded PCGen since the first 5.6 production. ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-05-31 06:30 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: Nicholas Holahan (iwarrior-poet) Date: 2004-03-10 21:04 Message: Logged In: YES user_id=973593 OK, now I actually played a bit more with it, and even when I equiped a saddle the the -2 did not go away. Check the new uploaded file. ---------------------------------------------------------------------- Comment By: Nicholas Holahan (iwarrior-poet) Date: 2004-03-10 12:19 Message: Logged In: YES user_id=973593 Just realized the -2 applied both the -5 for no saddle and the +3 for my PC's Dex. Sorry about that. Still confused about Decipher Script though. ---------------------------------------------------------------------- Comment By: Nicholas Holahan (iwarrior-poet) Date: 2004-03-09 21:32 Message: Logged In: YES user_id=973593 For Ride:true I don't have a saddle equipped, but that would mean a -5 modifier, not -2. For Decipher Script: Int. is that appropriate modifier and it does not seem to be applied appropriately, check my file. ---------------------------------------------------------------------- Comment By: Nicholas Holahan (iwarrior-poet) Date: 2004-03-09 21:30 Message: Logged In: YES user_id=973593 True I don't have a saddle equipped, but that would mean a - 5 modifier, not -2. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-03-09 14:46 Message: Logged In: YES user_id=252169 I beleive both penalties are applied because you do not have the correct equipment equipped. Please see the 3.5 SRD on thos skills and the equipment K - TM SB ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=909139&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 12:18:28
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Feature Requests item #627939, was opened at 2002-10-24 07:02 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=627939&group_id=25576 Category: Spell Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Joan Siegenthaler (ashlynne12) Assigned to: Stefan Radermacher (zaister) Summary: Don't show unusable alignment spells for clerics Initial Comment: Moved from PCGen DM where it was New Source Material Request #626113 Ashlynne TM ---------------------------- Summary ---------------------------- Delete unusable alignment spells Delete unusable alignment spells It would be cool if cleric spells of opposite alignment didn't show up on the spell list. eg Desecrate wasn't listed for a Good cleric. From PCGEN where it was FREQ # 525462 joseFFF TM lemure ----------------------------- Comments ----------------------------- Date: 2002-10-23 19:33 Sender: karianna Logged In: YES user_id=252169 Ash, please move to PCGEN FREQs Karianna TM -------------------------------------------------------------------------------- Date: 2002-10-23 19:32 Sender: tir-gwaith Logged In: YES user_id=208239 This is a Code issue. A Wizard can cast spells of opposite alignment. It is a Class by Class issue. So adding a PREALIGN tag to the spell is not going to work (it will cause another bug) Tir Gwaith -------------------------------------------------------------------------------- Date: 2002-10-23 19:29 Sender: karianna Logged In: YES user_id=252169 Copying over comments that were missed K ----------------------------------------------------------------- ------------- Date: 2002-10-21 04:51 Sender: mynex Logged In: YES user_id=270475 Karianna, move to DM - FReqs please. The spells are undergoing a revamp (to remove the class spells list file) and when it's done, we will be able to assign (show) the correct spells based on alignment (using the PREALIGN) tag in the spell itself. ----------------------------------------------------------------- --------------- Date: 2002-06-11 09:34 Sender: karianna Logged In: YES user_id=252169 Hi Bryan! Sorry about the previous abrupt questioning. I've received your list of stuff you are currently working on (so now I know better ;p), so the question here is, do you still want this one assigned to you? Karianna Tracker Monkey ----------------------------------------------------------------- --------------- Date: 2002-03-16 04:30 Sender: nobody Logged In: NO Two small probs with that fix. You'd also have to monitor Deity alignment (as well as cleric alignment), and exclude Opposing alignment spells (not non-matching). ie A Neutral cleric of Pelor can't cast Evil spells, but can cast L,C,&G. Oh yeah, a 3rd thing: Summon Monster IX is on all the alignment lists, so it would have to be left out when adding "PREALIGN" or whatever. ----------------------------------------------------------------- --------------- Date: 2002-03-11 07:19 Sender: mynex Logged In: YES user_id=270475 Okay, this is similiar to splitting the spell lists by alignment (as was done once before)... Since this is an issue, we need a better way to determine this within PCGen itself instead of splitting the list files by alignment bulking them up. I would recommend adding code that would read the character alignment, then read the spells present in the spell list/domain list and if the PREALIGN (Would need to be added to the spells that require alignments - this part is list related) doesn't match, then the spell would not be listed as a viable choice for the character. ----------------------------------------------------------------- --------------- Date: 2002-03-06 05:58 Sender: nobody Logged In: NO P32 PHB "C,E,G,L Spells A cleric can't cast spells of an alignment opposed to his own or to his deity's." ----------------------------------------------------------------- --------------- Date: 2002-03-06 03:32 Sender: merton_monk Logged In: YES user_id=195874 It's a valid spell for them - just not a Domain spell. Or am I missing something? ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-10 08:18 Message: Logged In: YES user_id=324612 I wanted to have disable by default because it will take times until the data sets are aligned (no pun intented) with the new tag thingy. After that we can enable it by default. What I meant was that the tracker was in the closed status and I've re-opened it. The sentence made no sense, I guess it was a brain-craft of mine :-). For the tag name, post on experimental and let everyone suggest stuff. We should have a better name out of it. ---------------------------------------------------------------------- Comment By: Stefan Radermacher (zaister) Date: 2004-09-10 04:43 Message: Logged In: YES user_id=435051 I have no problem with the interpretation which spells are affected, I was just going by the word of the rules, but I can live with the restriction only affecting the actual cleric or druid spells and not any other spells the character might have. I think this is probably the most sensible interpretation, because the restriction seems to depend on the divine power just not granting certain spells, which should not have anything to do with arcane spells. It's also ok with me to add a house rule for enabling/disabling resticting cleric spells by alignment, BUT I don't think that should be disabled by default, because, after all, it IS a rule from the books/SRD. If, as Eric says, "many gamers use a less black and white definition of alignment", THAT is the house rule that should need to be explicitly activated, in my opinion. (Actually, I even think this tracker should be a bug, and not a freq, because it produces output that contradicts the rules as written. A good cleric just doesn't get Protection from Good or Desecrate on his spell list in D&D.) Regarding the tag nomenclature, i chose SPELLALIGN because it is short, but SPELLALIGNMENTRESTRICTION, or SPELLALIGNRESTRICT or something like that would be fine with me. Maybe the FORBIDDENSPELLS should be RESTRICTSPELLS then, so the tags are more similar? The "Yes" was just a typo on my part, but the engine checks just the "Y" anyway. Eric, what do you mean by "I'm putting re-opening the tracker."? BTW, if what I said above might come across a bit antagonistic, I have no intention of offending anyone, I'm just speaking my mind there. :-) Regards, Stefan. ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-09 20:36 Message: Logged In: YES user_id=324612 You rule interpretation is unfortunately just an interpretation until someone goes and ask the Sage about it. Furthermore, this has been open in PCGEN for so long and many gamers use a less black and white definition of alingment so we need to make a House Rules in the prefrerence dialog that will disable this if we implement it. Having a GAMEMODE varaible just won't cover it. SPELLALIGN is not really descriptive. It might be worth a discussion in the experimatal list to find a wording. I'd like to see something in the tag name that reminds us that some spell will not be usable because of opposite alingments and SPELLALIGN doesn't do that (there is no idea of forbidence or restriction). With the proper preference option to cover backward compatibility, I'm all for it. BTW, if the rules turns out that the restriction iapplies only to the class spells, the restriction could then be applied only to the spell list of that class. That seems doable since all the spells are listed by classes. It might be another option for the pref.: 1- no restriction, 2- restriction for the classe spell only, 3- restriction to all the character's spells. P.S. It should be SPELLALIGN:YES or SPELLALIGN:NO, hardcoded values are always supposed to be full capital in the .lst. This is usualy important only for the doc examples. I'm putting re-opening the tracker. Not in 5.8 scope unless we had it with the default of disable in the pref. ---------------------------------------------------------------------- Comment By: Stefan Radermacher (zaister) Date: 2004-09-09 10:00 Message: Logged In: YES user_id=435051 I have found a solution for this. First - one question on the rules before i get into details - the RSRD says "A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one)" - it says nothing about this rule only affecting his cleric spells, so I'm assuming if you're a good character, that once you are a cleric, this affects ALL your spells and you cannot even cast, for example, a wizard spell with an evil descriptor - although a good wizard (who is not also a cleric) could. If anyone has evidence to the contrary, please let me know. OK, my solution looks likes this. Since alignments aren't hard-coded, the relationship between alignments and descriptors must also be in the config files. I chose to add a tag to the ALIGNMENT lines of the gamemode file statsandchecks.lst, so an entry now looks like that: ALIGNMENTNAME:Lawful Good <tab> ABB:LG <tab> FORBIDDENSPELLS:Chaotic,Evil Furthermore I have defined a token called SPELLALIGN for class files, so clerics and druids need to get SPELLALIGN:Yes added to their CLASS lines. The mechanism I have devised counts the number of classes a character has that have these restrictions, and if that count is greater than zero, it prohibits the character taking a conflicting spell or having it assigned as an auto spell. BTW; this can also be used to impose the alignment restrictions on sanctified and corrupt spells from the Books of Exalted Deeds/Vile Darkness. The change would, of course, require all gamemodes to be adapted to work be affected. However, a non-adapted gamemode will continue to function as before. Any concerns or objections to this plan? Or any comments or ideas? I'd be happy to hear. ---------------------------------------------------------------------- Comment By: Felipe Diniz (fdiniz) Date: 2003-06-14 11:06 Message: Logged In: YES user_id=615168 657042 was closed. I think this can be done, now. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2003-02-04 20:24 Message: Logged In: YES user_id=252169 Sure can, the related freq is 657042 K TM ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2003-01-29 04:57 Message: Logged In: YES user_id=208239 First wave could be done with PREALIGN, for those spells that are both Cleric and other classes, the proposed embedded [PRExxx] tag would be best here CLASSES:Cleric=5[PREALIGN:0,1,2,3,4] CLASSES:Druid=4 For the rest, we could use an enhanced PROHIBITED selection in either Deity.lst or classes.lst to limit spells. Karianna, can you cross reference this FReq with the one about embedding PRExxx tags to CLASSES? ---------------------------------------------------------------------- Comment By: Wayne Crawford (wcrawford69) Date: 2002-12-20 19:27 Message: Logged In: YES user_id=673274 Question, could something be added to the Deity file to exclude spells with certian descriptors? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=627939&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 03:49:13
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Bugs item #1025546, was opened at 2004-09-10 05:21 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=1025546&group_id=25576 Category: User Interface Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: Temp bonus fix Initial Comment: fix temp mods so that we can add the temp mod checkbox back in. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025546&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 03:41:42
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Bugs item #1025551, was opened at 2004-09-10 05:27 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=1025551&group_id=25576 Category: User Interface Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: temp bonuses are broken Initial Comment: temp bonuses are broken ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025551&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 02:53:24
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Bugs item #1005060, was opened at 2004-08-07 05:31 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1005060&group_id=25576 Category: Crash Group: None >Status: Deleted >Resolution: Works For Me Priority: 5 Submitted By: Yves Arseneau (lavar69) Assigned to: Nobody/Anonymous (nobody) Summary: Bug 5.6.1 Initial Comment: I just downloaded the full version of ver 5.6.1 inorder to upgrade from ver 5.5.2, when I start PC Gen i get the message that "Jep-2.24.jar file is missing" and that I need to add it to the "Lib" subfolder. The file is in the lib folder but the program doesn't recognize it, what do I need to do to fix this problem? ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-09 22:52 Message: Logged In: YES user_id=324612 I cannot reproduce this. In any cases, all the curent release include the JEP library and so it should no longer be an issue even if it was. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1005060&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 02:33:00
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Bugs item #1025532, was opened at 2004-09-10 04:30 Message generated for change (Settings changed) made by ravagon You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025532&group_id=25576 Category: User Interface Group: None >Status: Closed >Resolution: Fixed Priority: 5 Submitted By: Ravagon (ravagon) >Assigned to: Devon Jones (soulcatcher) Summary: Spell list sorting Initial Comment: Spell list is not sorted. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025532&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 02:30:19
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Bugs item #1025532, was opened at 2004-09-10 04:30 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=1025532&group_id=25576 Category: User Interface Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ravagon (ravagon) Assigned to: Nobody/Anonymous (nobody) Summary: Spell list sorting Initial Comment: Spell list is not sorted. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1025532&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 01:54:07
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Bugs item #914576, was opened at 2004-03-11 23:51 Message generated for change (Comment added) made by michaelbeaver 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: Eddy Anthony (eddyanthony) 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: Michael Beaver (michaelbeaver) Date: 2004-09-10 01:53 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 21:03 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 23:22 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 19:42 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...> - 2004-09-10 01:41:38
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Feature Requests item #1024519, was opened at 2004-09-08 12:35 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1024519&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 3 Submitted By: Paul W. King (kingpaul) Assigned to: Nobody/Anonymous (nobody) Summary: [5.10] SQ, SA and other abilties Initial Comment: Currently, the SA (for special abilities) is used for many things in PCGen. In the standard stat blocks, SA stands for Special Attacks and SQ is for Special Qualities. Please create a new tag, SQ, for the extra abilities. Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-09 21:41 Message: Logged In: YES user_id=324612 I still would rather look at the whole thing togetter instead of trying to put unusable peice now and have to change it latter because of something we find when doing the rest. Adding a tag will not help anybody unless at least the OS tag is also added and even then, the benefit will be marginal at best. ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-09-09 14:17 Message: Logged In: YES user_id=277877 I realize that. However, the first step is the new tag. Once that is created, then we can move forward for OS and GUI support and the data overhaul. Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-08 17:41 Message: Logged In: YES user_id=324612 There is more to this request then just a new tag. OS support, GUI support and possibly data conversion. We will look into it after 5.8. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1024519&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 00:43:33
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Bugs item #855595, was opened at 2003-12-06 20:46 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=855595&group_id=25576 Category: Skill Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: David R. Bender (papa_drb) Assigned to: Devon Jones (soulcatcher) Summary: CSKILL not additive Initial Comment: CSKILL is supposed to be ADDITIVE and it is not working that way with CLASS/SUBCLASS. The following is in my test_classes.lst SOURCELONG:Custom|SOURCESHORT:Custom CLASS:George HD:10 TYPE:Base.PC ABB:Grg HASSUBCLASS:YES CLASS:George STARTSKILLPTS:2 CSKILL:Concentration|TYPE.Craft|Handle Animal SUBCLASS:John ABB:John COST:0 CSKILL:Balance|Spot Create a character, and select George class. John pops up and I can select it. Go to skills and *only* Balance and Spot are shown as Class skills. This is in PCGen 5.5.2 200312041214 Plambert build. WindowsXP Pro. -- david (aka Papa-DRB) OS/Data Tracker Monkey ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-09 20:43 Message: Logged In: YES user_id=324612 Let's make it additive and allow CSKILL:.CLEAR to clear all and CSKILL:.CLEAR|<list of skills> to remove a particular list of skills from the CSKILL list. This is how everybody expects the CSKILL tag to work. ---------------------------------------------------------------------- Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 12:41 Message: Logged In: YES user_id=23904 Devon, Can we verify this one. If it is valid... lets put it on the list and change it to a freq. ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-07-11 21:54 Message: Logged In: YES user_id=324612 Devon and Tir, I've been away to long to know what's best to do here. Me gut feelling tells me that is should be additive and we use the .CLEAR syntax if we want to replace. Assinging to Doug for comment. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-25 23:29 Message: Logged In: YES user_id=252169 OK, but this is correct as per the current documentation? If it _is_ I suggest we raisea high P freq for what you really wanted ;p K TM SB ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-02-25 23:14 Message: Logged In: YES user_id=324612 Well, way back when, I did some specs for SUBCLASS tags. I don't remember which tags exactly except that they were spell related. When Bryan implemented them, he didn't follow my specs entirely and the new tags in SUBCLASS ended up replacing the values instead of adding to them. At the time, I asked Bryan why and never got an answer. My understanding is that the SUBCLASS tags replace the CLASS tags instead of adding to them and that this is by design. Whether it is because other tags were already that way and/or it was easier to code that way, I do not know. Changing this behavior now would require a massive convertion of the CLASS files but it could be scripted. I say we wait until after 5.6 to decide. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-25 22:55 Message: Logged In: YES user_id=252169 Eric, can you comment on this? Is the syntax correct? ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-11 20:43 Message: Logged In: YES user_id=252169 Oh, this isn't good, bumping priority up. ---------------------------------------------------------------------- Comment By: David R. Bender (papa_drb) Date: 2004-01-10 14:34 Message: Logged In: YES user_id=684040 fails under 5.5.6 also, with only the RSRD loaded ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=855595&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-10 00:42:03
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Bugs item #849432, was opened at 2003-11-25 23:49 Message generated for change (Comment added) made by ericbeaudoin 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: Eric Beaudoin (ericbeaudoin) Date: 2004-09-09 20:41 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 12:34 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 06:58 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: 2004-07-28 21:16 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 09:54 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 06:26 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: 2004-02-25 22:47 Message: Logged In: YES user_id=252169 OK, this is still a problem under RC3. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-11 20:41 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 11:05 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...> - 2004-09-10 00:36:13
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Feature Requests item #627939, was opened at 2002-10-24 07:02 Message generated for change (Comment added) made by ericbeaudoin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=627939&group_id=25576 Category: Spell Support Group: None >Status: Open Resolution: None Priority: 5 Submitted By: Joan Siegenthaler (ashlynne12) Assigned to: Stefan Radermacher (zaister) Summary: Don't show unusable alignment spells for clerics Initial Comment: Moved from PCGen DM where it was New Source Material Request #626113 Ashlynne TM ---------------------------- Summary ---------------------------- Delete unusable alignment spells Delete unusable alignment spells It would be cool if cleric spells of opposite alignment didn't show up on the spell list. eg Desecrate wasn't listed for a Good cleric. From PCGEN where it was FREQ # 525462 joseFFF TM lemure ----------------------------- Comments ----------------------------- Date: 2002-10-23 19:33 Sender: karianna Logged In: YES user_id=252169 Ash, please move to PCGEN FREQs Karianna TM -------------------------------------------------------------------------------- Date: 2002-10-23 19:32 Sender: tir-gwaith Logged In: YES user_id=208239 This is a Code issue. A Wizard can cast spells of opposite alignment. It is a Class by Class issue. So adding a PREALIGN tag to the spell is not going to work (it will cause another bug) Tir Gwaith -------------------------------------------------------------------------------- Date: 2002-10-23 19:29 Sender: karianna Logged In: YES user_id=252169 Copying over comments that were missed K ----------------------------------------------------------------- ------------- Date: 2002-10-21 04:51 Sender: mynex Logged In: YES user_id=270475 Karianna, move to DM - FReqs please. The spells are undergoing a revamp (to remove the class spells list file) and when it's done, we will be able to assign (show) the correct spells based on alignment (using the PREALIGN) tag in the spell itself. ----------------------------------------------------------------- --------------- Date: 2002-06-11 09:34 Sender: karianna Logged In: YES user_id=252169 Hi Bryan! Sorry about the previous abrupt questioning. I've received your list of stuff you are currently working on (so now I know better ;p), so the question here is, do you still want this one assigned to you? Karianna Tracker Monkey ----------------------------------------------------------------- --------------- Date: 2002-03-16 04:30 Sender: nobody Logged In: NO Two small probs with that fix. You'd also have to monitor Deity alignment (as well as cleric alignment), and exclude Opposing alignment spells (not non-matching). ie A Neutral cleric of Pelor can't cast Evil spells, but can cast L,C,&G. Oh yeah, a 3rd thing: Summon Monster IX is on all the alignment lists, so it would have to be left out when adding "PREALIGN" or whatever. ----------------------------------------------------------------- --------------- Date: 2002-03-11 07:19 Sender: mynex Logged In: YES user_id=270475 Okay, this is similiar to splitting the spell lists by alignment (as was done once before)... Since this is an issue, we need a better way to determine this within PCGen itself instead of splitting the list files by alignment bulking them up. I would recommend adding code that would read the character alignment, then read the spells present in the spell list/domain list and if the PREALIGN (Would need to be added to the spells that require alignments - this part is list related) doesn't match, then the spell would not be listed as a viable choice for the character. ----------------------------------------------------------------- --------------- Date: 2002-03-06 05:58 Sender: nobody Logged In: NO P32 PHB "C,E,G,L Spells A cleric can't cast spells of an alignment opposed to his own or to his deity's." ----------------------------------------------------------------- --------------- Date: 2002-03-06 03:32 Sender: merton_monk Logged In: YES user_id=195874 It's a valid spell for them - just not a Domain spell. Or am I missing something? ---------------------------------------------------------------------- >Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-09 20:36 Message: Logged In: YES user_id=324612 You rule interpretation is unfortunately just an interpretation until someone goes and ask the Sage about it. Furthermore, this has been open in PCGEN for so long and many gamers use a less black and white definition of alingment so we need to make a House Rules in the prefrerence dialog that will disable this if we implement it. Having a GAMEMODE varaible just won't cover it. SPELLALIGN is not really descriptive. It might be worth a discussion in the experimatal list to find a wording. I'd like to see something in the tag name that reminds us that some spell will not be usable because of opposite alingments and SPELLALIGN doesn't do that (there is no idea of forbidence or restriction). With the proper preference option to cover backward compatibility, I'm all for it. BTW, if the rules turns out that the restriction iapplies only to the class spells, the restriction could then be applied only to the spell list of that class. That seems doable since all the spells are listed by classes. It might be another option for the pref.: 1- no restriction, 2- restriction for the classe spell only, 3- restriction to all the character's spells. P.S. It should be SPELLALIGN:YES or SPELLALIGN:NO, hardcoded values are always supposed to be full capital in the .lst. This is usualy important only for the doc examples. I'm putting re-opening the tracker. Not in 5.8 scope unless we had it with the default of disable in the pref. ---------------------------------------------------------------------- Comment By: Stefan Radermacher (zaister) Date: 2004-09-09 10:00 Message: Logged In: YES user_id=435051 I have found a solution for this. First - one question on the rules before i get into details - the RSRD says "A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one)" - it says nothing about this rule only affecting his cleric spells, so I'm assuming if you're a good character, that once you are a cleric, this affects ALL your spells and you cannot even cast, for example, a wizard spell with an evil descriptor - although a good wizard (who is not also a cleric) could. If anyone has evidence to the contrary, please let me know. OK, my solution looks likes this. Since alignments aren't hard-coded, the relationship between alignments and descriptors must also be in the config files. I chose to add a tag to the ALIGNMENT lines of the gamemode file statsandchecks.lst, so an entry now looks like that: ALIGNMENTNAME:Lawful Good <tab> ABB:LG <tab> FORBIDDENSPELLS:Chaotic,Evil Furthermore I have defined a token called SPELLALIGN for class files, so clerics and druids need to get SPELLALIGN:Yes added to their CLASS lines. The mechanism I have devised counts the number of classes a character has that have these restrictions, and if that count is greater than zero, it prohibits the character taking a conflicting spell or having it assigned as an auto spell. BTW; this can also be used to impose the alignment restrictions on sanctified and corrupt spells from the Books of Exalted Deeds/Vile Darkness. The change would, of course, require all gamemodes to be adapted to work be affected. However, a non-adapted gamemode will continue to function as before. Any concerns or objections to this plan? Or any comments or ideas? I'd be happy to hear. ---------------------------------------------------------------------- Comment By: Felipe Diniz (fdiniz) Date: 2003-06-14 11:06 Message: Logged In: YES user_id=615168 657042 was closed. I think this can be done, now. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2003-02-04 20:24 Message: Logged In: YES user_id=252169 Sure can, the related freq is 657042 K TM ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2003-01-29 04:57 Message: Logged In: YES user_id=208239 First wave could be done with PREALIGN, for those spells that are both Cleric and other classes, the proposed embedded [PRExxx] tag would be best here CLASSES:Cleric=5[PREALIGN:0,1,2,3,4] CLASSES:Druid=4 For the rest, we could use an enhanced PROHIBITED selection in either Deity.lst or classes.lst to limit spells. Karianna, can you cross reference this FReq with the one about embedding PRExxx tags to CLASSES? ---------------------------------------------------------------------- Comment By: Wayne Crawford (wcrawford69) Date: 2002-12-20 19:27 Message: Logged In: YES user_id=673274 Question, could something be added to the Deity file to exclude spells with certian descriptors? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=627939&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 22:08:48
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Feature Requests item #983474, was opened at 2004-07-01 14:49 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=983474&group_id=25576 Category: Equipment/WeaponProf Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Rob N (ordos) >Assigned to: Nobody/Anonymous (nobody) Summary: Hiding info for unidentified magic items Initial Comment: Hi, Not sure if this F/R goes here or in the output sheet, but i'll put it here for now: It would be nice to be able to tag an item (regular, magic, or otherwise) as unidentified. It could be a simple "tick" a box somewhere. On the output sheet you would see something like this: "Wand of ?" "Sword of ?" etc... Currently, if someone takes a pre-made or custom item and just changes the name to "Wand of ?", on the output sheet, you see some small text at the bottom of the item telling you what it REALLY is -- which precisely what i want to avoid. I do NOT want the PCs to know what they are carrying. I want PCGen to know, and when i output/print the sheets, its hidden. One could even have room for a comment -- example: "Wand of ?" [p26 room #3] The ' [p26 room #3] ' is something I the DM type in when tagging it as unidentified at the equipment level. Furthermore, if its an item that gives a bonus, there could be an option to NOT include the bonus or TO include it in the stats. Example: If a PC found Cloak of Protection + 1 and it was not identified, he would see something like this on his equipment sheet: Longsword Rope Holy Symbol ... Cloak of ? [p34 room#34 guard #1] Torches ... And if his saves WITHOUT the cloak were: Fort +5 Will +5 Ref +5 Then either you can have the cloak's bonus' be included (making them all +6) or not (and they remain +5) so the player CANNOT reverse engineer the modifier (assuming he's wearing it of course). The same would apply to weapons (ie: the +1 would be included in the 'To Hit' and 'Damage' bonus)... or it may not be if the DM wants to hide it. All this may be complex to implement, but it would be an amazing feature i think. Thanks ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 22:08 Message: Logged In: YES user_id=23904 OK. I am very confused. sorry. ignore last update ---------------------------------------------------------------------- Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 22:07 Message: Logged In: YES user_id=23904 Needs to go in as a FREQ not a bug. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=983474&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 22:07:03
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Feature Requests item #983474, was opened at 2004-07-01 14:49 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=983474&group_id=25576 Category: Equipment/WeaponProf Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Rob N (ordos) >Assigned to: Paul W. King (kingpaul) Summary: Hiding info for unidentified magic items Initial Comment: Hi, Not sure if this F/R goes here or in the output sheet, but i'll put it here for now: It would be nice to be able to tag an item (regular, magic, or otherwise) as unidentified. It could be a simple "tick" a box somewhere. On the output sheet you would see something like this: "Wand of ?" "Sword of ?" etc... Currently, if someone takes a pre-made or custom item and just changes the name to "Wand of ?", on the output sheet, you see some small text at the bottom of the item telling you what it REALLY is -- which precisely what i want to avoid. I do NOT want the PCs to know what they are carrying. I want PCGen to know, and when i output/print the sheets, its hidden. One could even have room for a comment -- example: "Wand of ?" [p26 room #3] The ' [p26 room #3] ' is something I the DM type in when tagging it as unidentified at the equipment level. Furthermore, if its an item that gives a bonus, there could be an option to NOT include the bonus or TO include it in the stats. Example: If a PC found Cloak of Protection + 1 and it was not identified, he would see something like this on his equipment sheet: Longsword Rope Holy Symbol ... Cloak of ? [p34 room#34 guard #1] Torches ... And if his saves WITHOUT the cloak were: Fort +5 Will +5 Ref +5 Then either you can have the cloak's bonus' be included (making them all +6) or not (and they remain +5) so the player CANNOT reverse engineer the modifier (assuming he's wearing it of course). The same would apply to weapons (ie: the +1 would be included in the 'To Hit' and 'Damage' bonus)... or it may not be if the DM wants to hide it. All this may be complex to implement, but it would be an amazing feature i think. Thanks ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 22:07 Message: Logged In: YES user_id=23904 Needs to go in as a FREQ not a bug. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=983474&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 21:03:05
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Bugs item #914576, was opened at 2004-03-11 23:51 Message generated for change (Comment added) made by michaelbeaver 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: 8 Submitted By: David Emiley (sadena) Assigned to: Eric Beaudoin (ericbeaudoin) 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: Michael Beaver (michaelbeaver) Date: 2004-09-09 21:03 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 23:22 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 19:42 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 |