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From: SourceForge.net <no...@so...> - 2004-09-09 20:31:43
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Bugs item #914572, was opened at 2004-03-11 23:48 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=914572&group_id=25576 Category: Equipment/Weaponprof Support Group: 5.6.0 Status: Open Resolution: None Priority: 5 Submitted By: David Emiley (sadena) Assigned to: Eric Beaudoin (ericbeaudoin) Summary: 5.6 Final - Bug - Adamantine at d10 Initial Comment: Odd little glitch. Made an Adamantine Bastard Sword, and oddly the +2 bonus to hit and damage was not applied. Oddly enough, the Adamantine Bastard Sword now confers a +3 ARMOR bonus! It seems that for d10 (and probably d12 and 2d6) weapons, the Adamantine quality is treating them as armor instead of a weapon. This is in 3.0 ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 20:31 Message: Logged In: YES user_id=23904 This cannot be re-created in the current autobuild (5.7.5 9/9/2004). This can be closed. ---------------------------------------------------------------------- Comment By: Reed Thornton (rthornton13) Date: 2004-07-08 15:44 Message: Logged In: YES user_id=1001978 I just tested this under 5.7.2, 3e, 3.0 SRD. Created a human fighter1, STR 14 with the rest of the stats at 10. With a regular bastard sword two handed: +3 1d10+3 AC 10 With an adamantine bastard sword two handed: +4 1d10+3 AC 10 With an adamantine +1 bastard sword two handed: +4 1d10+4 AC 10 Under 5.6.0 and 5.6.1 the attack and damage were the same but with either adamantine bastard sword I had an AC of 16. Reed QA Chimp, BoD ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-03-14 19:42 Message: Logged In: YES user_id=252169 Eric? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=914572&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 20:14:54
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Bugs item #913075, was opened at 2004-03-09 21:52 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=913075&group_id=25576 Category: Equipment/Weaponprof Support Group: 5.6.0 Status: Open Resolution: None Priority: 5 Submitted By: Xzanron (xzanron) Assigned to: Eric Beaudoin (ericbeaudoin) Summary: AC not correctly calculated with modified buckler Initial Comment: When creating a character that has Bracers of Armor +2 and ring of protection +2 equipped and then adding a custom buckler, the AC is calculated incorrectly on all output sheets. Using SRD sources only. The buckler: Buckler + Mithral + Enhancement (+1) (Shield) With just Ring and Bracers AC is correclt: Armor(2) Shield (0) Misc(2). WIth Buckler AC is incorrectly: Armor(0) Shield(2) Misc (3). Correct Would be: Armor(2) Shield(2) Misc(2). I have reproduced this by creating a new character and just adding those 3 items. I have included the character file. ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 20:14 Message: Logged In: YES user_id=23904 Confirmed under the latest autobuild 5.7.5 9/9/2004 ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-03-14 19:41 Message: Logged In: YES user_id=252169 Hi Eric, is this incorrectly type'd equipment? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=913075&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 20:02:25
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Feature Requests item #1025273, was opened at 2004-09-09 17:09 Message generated for change (Comment added) made by blithwyn You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1025273&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Eddy Anthony (eddyanthony) Assigned to: Devon Jones (soulcatcher) Summary: LEVEL & HD tags need to be able to call all global tags Initial Comment: This is related to bug tracker: [ 900842 ] Feats not checked when granted from TEMPLATE. The LEVEL & HD tags in TEMPLATE files allow the addition of certain abilities at st levels including CR, DR, SA, SR and FEAT. The limitation here is that the tag was not designed with choices in mind. I believe it was set up to automaticaly add feats but you can set it to add FEAT:TYPE=blah which presents a chooser. The tag as it stands does not check for prerequisites or even if the PC has the feat already. This is why it is reported as a bug though it has been suggested that this is simply the way it was designed to work. The preposed solution is to expand the ability of these tags so that they can call any global tag. There would be an impact on the data as LEVEL:FEAT would then check for prereqs, the data would need to be changed to LEVEL:VFEAT to work as before. This feature is needed for full implimentation of the Dawnforge campaign setting. ---------------------------------------------------------------------- Comment By: Ratheof Blithwyn (blithwyn) Date: 2004-09-09 20:02 Message: Logged In: YES user_id=677457 What I would like to be able to have in a Template is: LEVEL:1:ADD:FEAT(TYPE=DwarfRacialTalent,TYPE=DwarfRacialTalent) LEVEL:2:ADD:FEAT(TYPE=DwarfRacialTransformation) The current LEVEL:1:FEAT:TYPE=blah is close to what I need but suffers from two problems. First there is some funky stuff going on with the prereqs and secondly the feat that is chosen should also be able to in turn call up choosers (i.e. they need to be able to have ADD:FEAT(..) of their own and so on.) These ADD:FEAT -> ADD:FEAT -> ADD:FEAT, choices in several steps are common in FFG sources. This would do away with the 210 templates I use today in Dawnforge (which the user has to take manually). =) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1025273&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 19:21:38
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Bugs item #909139, was opened at 2004-03-03 15:54 Message generated for change (Comment added) made by michaelbeaver 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: Open Resolution: None 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: Michael Beaver (michaelbeaver) Date: 2004-09-09 19:21 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 12:55 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 18:07 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 10:30 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: 2004-03-11 02:04 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 17:19 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: 2004-03-10 02:32 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: 2004-03-10 02:30 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 19:46 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...> - 2004-09-09 19:10:15
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Bugs item #906815, was opened at 2004-02-29 08:29 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=906815&group_id=25576 Category: Race Support Group: 5.6.0 >Status: Closed Resolution: None Priority: 5 Submitted By: Paul W. King (kingpaul) >Assigned to: Paul W. King (kingpaul) Summary: [5.6][SRD][RSRD] Lich HD Initial Comment: Per this tracker: [ 906629 ] [5.6][SRD][RSRD] Lich HD https://sourceforge.net/tracker/? func=detail&aid=906629&group_id=36698&atid=417816 This is a code bug, not a data bug. Per the SRD and RSRD, taking the Lich template increases all prior HD to d12. Taking a Wiz 5 with 11 hp in both game modes, then applying the Lich template doesn't alter the hp at all. The average of a d4 is 2.5, d6 3.5, d8 4.5, d10 5.5 and d12 6.5. So, in the above example, the Wiz/Lich should have gained 4 hp/HD, or 20 hp. Paul W. King OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD Date: 2004-02-29 00:35 Sender: tir-gwaith Logged In: YES user_id=208239 NOT a data bug. ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 19:10 Message: Logged In: YES user_id=23904 Closed. HPs are altered for the CON. HD is changed for all PAST levels to d12. No where in either the SRD, RSRD or the MM does it state to adjust or re-roll hps. ---------------------------------------------------------------------- Comment By: Frugal (frugal) Date: 2004-07-28 14:18 Message: Logged In: YES user_id=4807 Given that we are trying to close all of the old bugs, can we please mark this one as invalid and close it. If we keep it around for a couple of years until the exact behaviour is determined it will get forgotten about. Plus I have a real problem with Priority 7 bugs that we know we are not going to fix ;O) ---------------------------------------------------------------------- Comment By: Bryan McRoberts (merton_monk) Date: 2004-04-23 04:15 Message: Logged In: YES user_id=195874 A user can re-roll through the HP button if they so desire. This isn't critical since behavior is unclear, so I'm lowering the priority, unless Wotc dictates that re-rolling HP for increased hd-type is standard procedure. ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-03-01 18:19 Message: Logged In: YES user_id=277877 > My math background cringes at referring to 2.5 as the > average of a d4, but we'll set that aside (it is statistically > the most likely result for every pair of dice, so one could > argue that means it's the average, but I feel like splitting > hairs right now) :) LOL. 1+2+3+4 = 10 10 / 4 = 2.5 2.5 is average of all possible results. ;P > Anyway - I'm not sure if it's defined that you simply bump a > Lich by the increase in avg. hitpoints/die, or if you simply > force a re-roll of every hitdie (which I think makes more > sense). Until this is clearly defined, this issue can't be > coded. I won't have time realisticaly in the near future to > work on this, so I'll let someone else grab it. Alright, you've got me there. I believe that the increase by the averages is the most commonly accepted practice. I have not seen anywhere what the explicit reaction is (re-roll or average increase). However, *something* should happen if the die type increases. Perhaps having an option to do both? ---------------------------------------------------------------------- Comment By: Bryan McRoberts (merton_monk) Date: 2004-03-01 16:02 Message: Logged In: YES user_id=195874 My math background cringes at referring to 2.5 as the average of a d4, but we'll set that aside (it is statistically the most likely result for every pair of dice, so one could argue that means it's the average, but I feel like splitting hairs right now) :) Anyway - I'm not sure if it's defined that you simply bump a Lich by the increase in avg. hitpoints/die, or if you simply force a re-roll of every hitdie (which I think makes more sense). Until this is clearly defined, this issue can't be coded. I won't have time realisticaly in the near future to work on this, so I'll let someone else grab it. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=906815&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 18:58:23
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Bugs item #905887, was opened at 2004-02-27 14:47 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=905887&group_id=25576 Category: User Interface Group: 5.6.0 RC 3 Status: Open Resolution: None Priority: 5 Submitted By: Ivan A. Finzen IV (rax_the_grey) Assigned to: Jason Buchanan (lonejedi) Summary: Name generation fails for some files Initial Comment: When I try to generate a name using either the French, Flemish, Mar_Generic, Mar_Knightly, or Pictish_Classical I get the following exception and no name: java.lang.NullPointerException at pcgen.core.Names.getSyllablesByName (Names.java:216) at pcgen.core.Names.getRandomSyllableByName (Names.java:298) at pcgen.core.Names.constructTheName (Names.java:273) at pcgen.core.Names.getRandomName(Names.java:231) at pcgen.gui.NameGui.valueChanged (NameGui.java:115) at javax.swing.JList.fireSelectionValueChanged(Unknown Source) at javax.swing.JList$ListSelectionHandler.valueChanged (Unknown Source) at javax.swing.DefaultListSelectionModel.fireValueChanged (Unknown Source) at javax.swing.DefaultListSelectionModel.fireValueChanged (Unknown Source) at javax.swing.DefaultListSelectionModel.setValueIsAdjustin g (Unknown Source) at javax.swing.JList.setValueIsAdjusting(Unknown Source) at javax.swing.plaf.basic.BasicListUI$MouseInputHandler.mo useReleased (Unknown Source) at java.awt.AWTEventMulticaster.mouseReleased (Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent (Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent (Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent (Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at pcgen.gui.PCGen_Frame1 $WaitCursorEventQueue.dispatchEvent (PCGen_Frame1.java:2639) at java.awt.EventDispatchThread.pumpOneEventForHierarch y (Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy (Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 18:58 Message: Logged In: YES user_id=23904 still an issue with French and Flemmish *_NAMES files. the separated _male and _female files works fine... ---------------------------------------------------------------------- Comment By: Ivan A. Finzen IV (rax_the_grey) Date: 2004-06-05 15:31 Message: Logged In: YES user_id=428419 It's still broken in 5.6.1. ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-05-31 10:28 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: Nathan Owen (sirjoekcb) Date: 2004-03-05 06:45 Message: Logged In: YES user_id=983701 I've just uploaded patch #910273 which should fix this. The problem was that preconditions in the name data files were not being terminated properly. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=905887&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 18:54:37
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Bugs item #905100, was opened at 2004-02-26 14:31 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=905100&group_id=25576 Category: Equipment/Weaponprof Support Group: 5.6.0 RC 3 Status: Open Resolution: None Priority: 5 Submitted By: Bob Minowicz (orsmo) Assigned to: Eric Beaudoin (ericbeaudoin) Summary: Special materials and Masterwork items Initial Comment: When customizing an item, it would seem that presently the choice to make an item of mithral (or of other special materials) causes it to become impossible to also make the item masterwork. Furthermore, making an item masterwork, causes it to become impossible to then make it of mithral. Looking at the lst files, this appears to be by design. To make maters worse, because items must be masterwork to add magical abilities to them (enhancement bonuses and such) it makes it impossible to make a mithral item with such abilities. Unfortunately, not only are the two (masterwork and mithral) not mutually exclusive, the rules explicitly state that mithral items are, by virtue of being made of mithral, also masterwork. The behavior should be changed to match the following: Making an item mithral should automatically make it masterwork. The cost of mithral is supposed to already include the cost of masterwork. Making an item masterwork should still allow it to be additionally be made of mithral should the user so chose. Adamantine and perhaps other materials suffer from the same problem and should likewise be resolved. ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 18:54 Message: Logged In: YES user_id=23904 Still a confimed bug, in the 5.7.5 Autobuild from 9/9/204 ---------------------------------------------------------------------- Comment By: bikeonline (bikeonline) Date: 2004-03-04 14:12 Message: Logged In: YES user_id=988795 Another problem is that making an item mithral does not correctly change the weight/encumberance of the item. The definition of mithral armor states that such armor is one weight category lighter than the norm for any given armor. If you create a Mithral chainmail, the weight is not changed from medium to light. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-26 20:10 Message: Logged In: YES user_id=252169 Eric could you comment on this please. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=905100&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 18:40:20
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Bugs item #888837, was opened at 2004-02-02 03:14 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=888837&group_id=25576 Category: Feat Support Group: v5.5.9 Status: Open Resolution: None Priority: 5 Submitted By: Larry Davis (ovka) Assigned to: Bryan McRoberts (merton_monk) Summary: Weapon Feat Proficiency removal is odd Initial Comment: If you give a character the martial or exotic weapon proficiency feat, there is some odd behavior if you try to change or remove that feat. The Selection dialog lists the chosen weapon twice in the bottom pane. It also increments the selections remaining counter each for each one you remove. Although, you only gain back 1 feat (not two) if you close the dialog. Nothing is reported in the Debug console. Testing with RSRD. ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 18:40 Message: Logged In: YES user_id=23904 removal works fine though.... ---------------------------------------------------------------------- Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 18:39 Message: Logged In: YES user_id=23904 Still valid-ish. Seems that (ONLY) if you have a fighter and take the Feat as part of a leveling it give you two choices. if you take it as part of a normal feat or as part of another classes feat choice it gives you one choice.... ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-05-31 10:27 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: David Wilson (eldiosyeldiablo) Date: 2004-04-22 19:04 Message: Logged In: YES user_id=216897 Sorry. Was unable to get to it like I planned. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-12 21:05 Message: Logged In: YES user_id=252169 confirmed in 5.6.0 RC1 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=888837&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 18:39:38
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Bugs item #888837, was opened at 2004-02-02 03:14 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=888837&group_id=25576 Category: Feat Support Group: v5.5.9 Status: Open Resolution: None Priority: 5 Submitted By: Larry Davis (ovka) >Assigned to: Bryan McRoberts (merton_monk) Summary: Weapon Feat Proficiency removal is odd Initial Comment: If you give a character the martial or exotic weapon proficiency feat, there is some odd behavior if you try to change or remove that feat. The Selection dialog lists the chosen weapon twice in the bottom pane. It also increments the selections remaining counter each for each one you remove. Although, you only gain back 1 feat (not two) if you close the dialog. Nothing is reported in the Debug console. Testing with RSRD. ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 18:39 Message: Logged In: YES user_id=23904 Still valid-ish. Seems that (ONLY) if you have a fighter and take the Feat as part of a leveling it give you two choices. if you take it as part of a normal feat or as part of another classes feat choice it gives you one choice.... ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-05-31 10:27 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: David Wilson (eldiosyeldiablo) Date: 2004-04-22 19:04 Message: Logged In: YES user_id=216897 Sorry. Was unable to get to it like I planned. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-12 21:05 Message: Logged In: YES user_id=252169 confirmed in 5.6.0 RC1 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=888837&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 18:32:40
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Bugs item #888373, was opened at 2004-02-01 00:26 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=888373&group_id=25576 Category: Spell Support Group: v5.5.9 Status: Open Resolution: None Priority: 5 Submitted By: mike (brainface) Assigned to: Devon Jones (soulcatcher) Summary: PRESPELL isn't catching innate spells Initial Comment: PRESPELL doesn't appear to be reading spells given thru the SPELL: tag That is, I had a feat with PRESPELL:Mount, A race with SPELL:Mount|1|Innate, and a character of that race couldn't take the feat. Tried Feats: Test Give Innate Spell SPELL:Mage Hand|1|Innate Copy of Test Give Innate Spell SPELL:Mage Hand|1|Foo Test Prespell Mage Hand PRESPELL:1,Mage Hand A sorcerer couldn't take 'Test Prespell Mage Hand' with either of the 'Test Give Innate Spell' feats, but could as soon as given Mage Hand as a Sorcerer known spell... ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 18:32 Message: Logged In: YES user_id=23904 Still there in the 5.7.5 autobuild dated: 9/9/2004 ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-07-12 03:08 Message: Logged In: YES user_id=324612 The bug is still there in the lastest CVS build. Assinging to Devon so he can decide what to do with it. The funcitonnality is not needed for 5.8. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-25 22:46 Message: Logged In: YES user_id=252169 Eric can you test to see if this works in RC3? K TM SB ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-12 20:57 Message: Logged In: YES user_id=252169 Karianna prods Bryan Probably not needed for prod.. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=888373&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 18:31:07
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Bugs item #884204, was opened at 2004-01-25 16:07 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=884204&group_id=25576 Category: Equipment/Weaponprof Support >Group: 5.7.1 Status: Open Resolution: None Priority: 5 Submitted By: Walt Weber (waltw) >Assigned to: Bryan McRoberts (merton_monk) Summary: [5.5.8] Incorrect weight calc for Small Mithral Shirt Initial Comment: Windows 98 with Java 1.4.2_03 PCGEN 5.5.8 with - gamemode 35e loaded sources RSRD and RSRD Advanced options - Automatically generate equip + racially resized Output Sheet used: csheet_fantasy_combined.htm Create a new character - Align: Neutral Good Race: Gnome Class: Bard (NOTE: RSRD has been edited to insert missing "." in Shortspear definition) BUG: Create a Mithral Shirt, size small -- weight is mis- calculated as 2.5 pounds instead of 5 pounds (Medium mithral shirt is 10 lbs per SRD, small would be 50% medium). The Mithral Shirt (medium size) is correctly listed in the data files as 10 lbs, so it appears that the weight is being reduced by 50% in two places. ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 18:31 Message: Logged In: YES user_id=23904 Still valid in the 5.7.5 autobuild from 9/9/2004. Beaver ---------------------------------------------------------------------- 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 19:46 Message: Logged In: YES user_id=252169 Ah hell, why not, I'll go take a look ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-25 22:55 Message: Logged In: YES user_id=252169 Right I finally saw the dropdown which allows you to change the size (that's amusing considering how long I've been on this project). Bug confirmed! Occurs in RC3 ---------------------------------------------------------------------- Comment By: Walt Weber (waltw) Date: 2004-02-13 02:33 Message: Logged In: YES user_id=935063 Specific instructions for re-creating the problem - Starting from a fresh extraction of 5.6RC1 - 1) execute pcgen.bat 2) options.ini stored in PCgen directory 3) close tip of the day 4) select game mode/campaign -> 3.5e 5) Preferences -> PCGen -> Sources tab (check) Allow options to be set by sources (check) Save custom equipment to customEquipment.lst ---- all other check boxes cleared. select OK 6) Load Source Material -- 3.5 RSRD 7) New character NEW1 8) Inventory Tab, Gear sub-tab 9) Expand Armor -> Mithral , highlight Mithral Shirt Observe: Equipment Info pane, Weight is 10.0 for size M 10) Right-click on Mithral Shirt, select create custom item 11) In item customizer pop-up: Observe: Top pane lists weight as 10.0 Change: Size from Medium to Small Observe: Top pane lists weight as 2.5 Select: OK (to save) 12) In Armor -> Mithral, now select Mithral Shirt (small) Observe: Equipment Info pane, Size is S and weight 2.5 ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-12 20:38 Message: Logged In: YES user_id=252169 Medium Mithral shirt is 20lb in RSRD dataset, so small should be 10? When I equip the mithral shirt it's 10lb..... How are you creting this shirt? ---------------------------------------------------------------------- Comment By: Walt Weber (waltw) Date: 2004-02-09 04:21 Message: Logged In: YES user_id=935063 Problem still happens in 5.6.0-RC1 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=884204&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 18:17:30
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Feature Requests item #1024519, was opened at 2004-09-08 12:35 Message generated for change (Settings changed) made by kingpaul 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: 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...> - 2004-09-09 18:17:12
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Feature Requests item #1024519, was opened at 2004-09-08 12:35 Message generated for change (Comment added) made by kingpaul 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: 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: 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...> - 2004-09-09 18:03:44
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Bugs item #875440, was opened at 2004-01-12 15:37 Message generated for change (Comment added) made by michaelbeaver You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=875440&group_id=25576 Category: Installation and Environment Group: None Status: Open Resolution: None Priority: 5 Submitted By: Herve Quiroz (hquiroz) >Assigned to: Devon Jones (soulcatcher) Summary: Exception thrown when filepaths.ini is read-only Initial Comment: On Linux/BSD systems, PCGen is sometimes installed as part of the system. When it is the case, users may not write to PCGen distribution files, such as filepaths.ini or any other file in PCGen "home directory". I will speak of the FreeBSD PCGen package as an example. I had to modify the the pcgen.sh script and filepaths.ini so "pcgen.filepaths" is hardcoded to "user". This runs fine... until PCGen shuts down. When PCGen shuts down it tries to write down some stuff in filepaths.ini and that causes a non-fatal Exception to be thrown. IMHO, whenever "pcgen.filepaths" is set to "user", PCGen should not write in any file from PCGen home. Excepted obvioulsy when user specifically changes the value of "pcgen.filespaths". BTW, the 'characters' directory should be relative to "pcgen.filepaths" for the same reason. ---------------------------------------------------------------------- >Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 18:03 Message: Logged In: YES user_id=23904 Verified. PCGen throws an exception when it cannot write to the .ini files. Not sure this is a bug. Seems to be more of a FREQ since it appears to work as designed. Devon - Comments? ---------------------------------------------------------------------- Comment By: Herve Quiroz (hquiroz) Date: 2004-06-28 17:42 Message: Logged In: YES user_id=607612 This is still a valid tracker item... PCGen 5.7.1 still produces exceptions when the user exits: Could not find /usr/local/share/java/pcgen/docs/tabpages/source/sourcesectionheading.html Can't write filepaths.ini file java.io.FileNotFoundException: /usr/local/share/java/pcgen/filepaths.ini (Permission denied) at java.io.FileOutputStream.open(Native Method) at java.io.FileOutputStream.<init>(FileOutputStream.java:179) at java.io.FileOutputStream.<init>(FileOutputStream.java:70) at pcgen.core.SettingsHandler.writeFilePaths(SettingsHandler.java:2571) at pcgen.core.SettingsHandler.writeOptionsProperties(SettingsHandler.java:2600) at pcgen.gui.PCGen_Frame1.handleQuit(PCGen_Frame1.java:1959) at pcgen.gui.PCGen_Frame1.exitItem_actionPerformed(PCGen_Frame1.java:1857) at pcgen.gui.PCGen_Frame1.access$700(PCGen_Frame1.java:134) at pcgen.gui.PCGen_Frame1$7.actionPerformed(PCGen_Frame1.java:2541) at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:1786) at javax.swing.AbstractButton$ForwardActionEvents.actionPerformed(AbstractButton.java:1839) at javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:420) at javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:258) at javax.swing.AbstractButton.doClick(AbstractButton.java:289) at javax.swing.plaf.basic.BasicMenuItemUI.doClick(BasicMenuItemUI.java:1113) at javax.swing.plaf.basic.BasicMenuItemUI$MouseInputHandler.mouseReleased(BasicMenuItemUI.java:943) at java.awt.AWTEventMulticaster.mouseReleased(AWTEventMulticaster.java:232) at java.awt.Component.processMouseEvent(Component.java:5100) at java.awt.Component.processEvent(Component.java:4897) at java.awt.Container.processEvent(Container.java:1569) at java.awt.Component.dispatchEventImpl(Component.java:3615) at java.awt.Container.dispatchEventImpl(Container.java:1627) at java.awt.Component.dispatchEvent(Component.java:3477) at java.awt.LightweightDispatcher.retargetMouseEvent(Container.java:3483) at java.awt.LightweightDispatcher.processMouseEvent(Container.java:3198) at java.awt.LightweightDispatcher.dispatchEvent(Container.java:3128) at java.awt.Container.dispatchEventImpl(Container.java:1613) at java.awt.Window.dispatchEventImpl(Window.java:1606) at java.awt.Component.dispatchEvent(Component.java:3477) at java.awt.EventQueue.dispatchEvent(EventQueue.java:456) at pcgen.gui.PCGen_Frame1$WaitCursorEventQueue.dispatchEvent(PCGen_Frame1.java:3098) at java.awt.EventDispatchThread.pumpOneEventForHierarchy(EventDispatchThread.java:201) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:151) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:145) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:137) at java.awt.EventDispatchThread.run(EventDispatchThread.java:100) I will update the FreeBSD port to 5.7.2 just to check things... ---------------------------------------------------------------------- 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: Herve Quiroz (hquiroz) Date: 2004-04-09 16:21 Message: Logged In: YES user_id=607612 Sorry for the lack of updates. Actually the monitoring feature from SF.net doesn't seem to work anymore for me... Well, I am quite overwhelmed currently but I will perform a quick CVS checkout and put a statement in my ever-growing TODO list. Hopefully I will submit something in a few weeks, probably not before (unless of course I manage to implement this at first try, tonight for instance). ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-12 20:01 Message: Logged In: YES user_id=252169 hquiroz, that would be cool! Have you thought about joining PCGEN as a coder? We always have need of coders inhte installation and environment areas. K - TM SB ---------------------------------------------------------------------- Comment By: Herve Quiroz (hquiroz) Date: 2004-01-20 13:40 Message: Logged In: YES user_id=607612 BTW, speaking of other paths (custom sources, output sheets, characters), have you ever considered a sort of "unified", virtual filesystem ? With such a thing, you may say that "customsources" directory is the union of $USERHOME/.pcgen/customsources and $PCGENHOME/customsources, with preferably user home directory files first. Thus, when you list files from your virtual "customsources" directory, you get files from both directory. This would help dealing with "standard" and "custom" output sheets for instance. Indeed, in the current version of PCGen, you need to copy "standard" output sheet files in your personal outpusheets directory if you want to be able to switch quickly between output sheets (using you own HTML ouputsheets but PCGen's PDF ones for example). When a file is present in both directories, the one from user's home directory is used (but such a behaviour could be set through some configuration entry). I realize that this could get applied to configuration files and directories by the way... I may have already coded something in Java. I will have look at it and see if I can put a licence statement in it and release it as a small (well rather tiny) library so you may use it if you want. ---------------------------------------------------------------------- Comment By: Herve Quiroz (hquiroz) Date: 2004-01-20 13:24 Message: Logged In: YES user_id=607612 In my opinion, a good method would be to do as many other apps do: use user's home directory in any case. But then the first thing PCGen would look at when reading configuration from user's home directory is the value of "pcgen.filepaths" so it knows whether it has to continue reading from user's home directory or switch to PCGen's home directory. That's obvious: user's home directory will eventually be writeable while PCGen's home directory may be read-only. This way, no need to patch shell scripts for *BSD and Linux ports of PCGen. Starting PCGen for the first time, a user will get asked whether he prefers to store his data in his own home directory or in PCGen's home directory just like with the current version of PCGen. However this question dialog will not appear if PCGen's home directory (or the configuration file from this directory) is read-only and the answer will get writen in the configuration file from user's home directory rather than PCGen's one. What do you think of this ? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=875440&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 17:13:29
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Feature Requests item #1025273, was opened at 2004-09-09 13:09 Message generated for change (Settings changed) made by eddyanthony You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1025273&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Eddy Anthony (eddyanthony) >Assigned to: Devon Jones (soulcatcher) Summary: LEVEL & HD tags need to be able to call all global tags Initial Comment: This is related to bug tracker: [ 900842 ] Feats not checked when granted from TEMPLATE. The LEVEL & HD tags in TEMPLATE files allow the addition of certain abilities at st levels including CR, DR, SA, SR and FEAT. The limitation here is that the tag was not designed with choices in mind. I believe it was set up to automaticaly add feats but you can set it to add FEAT:TYPE=blah which presents a chooser. The tag as it stands does not check for prerequisites or even if the PC has the feat already. This is why it is reported as a bug though it has been suggested that this is simply the way it was designed to work. The preposed solution is to expand the ability of these tags so that they can call any global tag. There would be an impact on the data as LEVEL:FEAT would then check for prereqs, the data would need to be changed to LEVEL:VFEAT to work as before. This feature is needed for full implimentation of the Dawnforge campaign setting. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1025273&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 17:13:27
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Bugs item #900842, was opened at 2004-02-19 22:05 Message generated for change (Comment added) made by eddyanthony You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=900842&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ratheof Blithwyn (blithwyn) Assigned to: Devon Jones (soulcatcher) Summary: Feats not checked when granted from TEMPLATE Initial Comment: I am trying to use templates as a way to solve racial progression for a new source and I have come across a bit of a problem. My template that is autogranted to the race looks a bit like this: Dwarf Racial Talents LEVEL:1:FEAT:TYPE.DwarfRacialTalent LEVEL:2:FEAT:TYPE.DwarfRacialTalent (lots of stuff omitted) with a bunch hidden feats with the following theme: Feat 1 ..yaddayaddayadda.. Feat 2 ..yaddayaddayadda.. PREFEAT:1,Feat 1 Another Feat ..yaddayaddayadda.. PREFEAT:1,Dodge Yet Another Feat ..yaddayaddayadda.. At first all seems good, the template fires a chooser with Feat 1 and Yet Another Feat. I pick Feat 1 and move on. Then I pick Dodge as normal feat. Next level I get a chooser with Feat 1, Another Feat, Yet Another Feat. This is not as expected. (Note that the Feat 1 hows up ok in the OS so it is in there somewhere;) I should be able to choose Feat 2 and not be able to choose Feat 1 again (MULT:NO). I have also tried PRESA with similar result. It looks as if feats granted from the _template_ is overlooked when I get to the chooser. At least if the chooser is fired from a template. To get around the problem I tried a different approach by using LEVEL:1:FEAT:AddDwarfRacialTalent in the template and let the hidden feat AddDwarfRacialTalent fire a chooser with ADD:FEAT (TYPE=DwarfRacialTalent) But that didn't fire a chooser at all. This might possibly a different issue. (Using 5.6 RC 2 with gamemode 3.5) So does this affect any of the current sources? I have no idea but possibly not. ---------------------------------------------------------------------- >Comment By: Eddy Anthony (eddyanthony) Date: 2004-09-09 13:13 Message: Logged In: YES user_id=886893 From discussion on the boards it has been asserted that this is not a bug but in fact the way the tag was designed to work. What is needed is an expansion of this tag to allow it to call any global tag, which is a FREQ. I've opened a feature request for this: [ 1025273 ] LEVEL & HD tags need to be able to call all global tags ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-07-11 23:27 Message: Logged In: YES user_id=324612 This was assign to me when K. went away I think. I'm assigning to Devon as it is a code issue. Someone with debug skills will have to take a look. ---------------------------------------------------------------------- Comment By: Ratheof Blithwyn (blithwyn) Date: 2004-03-09 15:48 Message: Logged In: YES user_id=677457 Not quite Barak, the feeling I have is that not all possible sources for feats are iterated through when checking PREFEAT. It works for feats gained "normally" but not for feats gained earlier from the template. It might be worth noting that PREVARs work ok. So it is possible to work around if one wants to clutter up the LST with a lot of variables (which I don't). Another thing, after doing some more research of Dawnforge I realise I really need _both_ issues resolved:( ---------------------------------------------------------------------- Comment By: Chris Chandler (barako) Date: 2004-03-07 09:37 Message: Logged In: YES user_id=607889 Eric.Kar, you pop a chooser using LEVEL:#:FEAT:TYPE=blah. The chooser will fire allowing you to pick from all feats with TYPE=blah. The problem is that the PREREQS (or at least PREFEATs) are being ignored when the chooser pops up... which leads me to believe the VFEAT chooser is popping up rather than the FEAT chooser... but I'm not a code monkey so I could be completely wrong. :p ---------------------------------------------------------------------- Comment By: Ratheof Blithwyn (blithwyn) Date: 2004-02-26 16:24 Message: Logged In: YES user_id=677457 As for the second issue, that was an attempt to achieve a similar effect in another way. Expanding on that. I was not aware that it wasn't supposed to work. I use it in a number of places in the Path books. I have a ADD:FEAT(TYPE=BunchOfFeats) on a class line and get a chooser from that. The feat I choose has also a ADD:FEAT(TYPE=AnotherBunchOfFeats) which fires a second chooser. This works fine for which I am very glad. That's why I tried it in templates as well (skipping the first chooser). LEVEL:1:FEAT:FeatFromBunchOfFeats where that feat has ADD:FEAT(TYPE=AnotherBunchOfFeats). That didn't work however. I think it would be good if that worked as well, it is a very powerful tool. The Path books as well as Dawnforge from FFG are full of these kind of two step choices. In the Path books I don't have to use templates. Dawnforge is another matter. A solution with templates like in the "prototype" file will be very neat in my opinion to solve the racial progression. PS @Eric: It is the LEVEL:1:FEAT:TYPE.DwarfRacialTalent that fires the chooser. DS ---------------------------------------------------------------------- Comment By: Ratheof Blithwyn (blithwyn) Date: 2004-02-26 10:39 Message: Logged In: YES user_id=677457 Ok, I'll try again=) The main issue is what is described first. Namely the problem with PREFEAT using feats granted from the template. To illustrate I have attached (I hope) dawnforge_prototyp.zip. Unzip under the data->FantasyFlightGames. Instruction to reproduce the problem: 1. Start PCGen 2. Select gamemode 3.5e 3. Load 3.5 RSRD and Fantasy Flight Games -> Dawnforge 4. Press "Create new character" (the stats shoudn't be important, I used 10 across the border) 5. Choose any alignment 6. Choose Race "Dwarf (DF)" First level up: 7. Level up once. Lets say pick a level of fighter. This fires the chooser with "Feat 1" and "Feat A", that's ok. 8. Pick "Feat A" 9. Pick Improved Initiative from next chooser. 10. Pick any outfit. At this point one can verify Feat A by checking the print preview for example. Second level up: 11. Pick one more level of fighter This fires the chooser with "Feat 1", "Feat A" and "Pre Initiative" This is wrong. "Feat B" should show up instead of "Feat A" since B has A as PREFEAT "Pre Initiative" is correct and shows that PREFEAT works for Improved Initiative. (hence my comment about PREFEAT not working for feats previously gained from the template) ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-02-25 19:40 Message: Logged In: YES user_id=324612 I'm lost to. There seams to be a problem with the way the feat are handle with TEMPLATE and the LEVEL tag but I got lost somewhere with the "Another Feat" and "Yet Another Feat" feats. I don't even see where the call to the chooser was put in. LEVEL:x:FEAT:xxx doesn't usualy call a chooser, it just add the feat. PRESA has always been flaky and not reliable. We've deprecated its use since we started working with hidden feats. For the third thing, if a feat can call ADD:FEAT, it's a new thing. I'm not saying it's not possible but it used not to be possible. Attaching a couple of files that demonstrates both problems would go a long way to help us understand the issues here. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-25 17:27 Message: Logged In: YES user_id=252169 I'm lost Eric, is this actually a problem? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=900842&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 17:09:59
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Feature Requests item #1025273, was opened at 2004-09-09 13:09 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=1025273&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Eddy Anthony (eddyanthony) Assigned to: Nobody/Anonymous (nobody) Summary: LEVEL & HD tags need to be able to call all global tags Initial Comment: This is related to bug tracker: [ 900842 ] Feats not checked when granted from TEMPLATE. The LEVEL & HD tags in TEMPLATE files allow the addition of certain abilities at st levels including CR, DR, SA, SR and FEAT. The limitation here is that the tag was not designed with choices in mind. I believe it was set up to automaticaly add feats but you can set it to add FEAT:TYPE=blah which presents a chooser. The tag as it stands does not check for prerequisites or even if the PC has the feat already. This is why it is reported as a bug though it has been suggested that this is simply the way it was designed to work. The preposed solution is to expand the ability of these tags so that they can call any global tag. There would be an impact on the data as LEVEL:FEAT would then check for prereqs, the data would need to be changed to LEVEL:VFEAT to work as before. This feature is needed for full implimentation of the Dawnforge campaign setting. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1025273&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 16:41:25
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Bugs item #855595, was opened at 2003-12-07 01:46 Message generated for change (Comment added) made by michaelbeaver 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: Michael Beaver (michaelbeaver) Date: 2004-09-09 16:41 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: 2004-07-12 01:54 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: 2004-02-26 04:29 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: 2004-02-26 04:14 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: 2004-02-26 03:55 Message: Logged In: YES user_id=252169 Eric, can you comment on this? Is the syntax correct? ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-12 01:43 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 19:34 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...> - 2004-09-09 16:34:46
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Bugs item #849432, was opened at 2003-11-26 04:49 Message generated for change (Comment added) made by michaelbeaver 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: 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...> - 2004-09-09 15:50:22
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Feature Requests item #1025212, was opened at 2004-09-09 11:50 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=1025212&group_id=25576 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Eddy Anthony (eddyanthony) Assigned to: Nobody/Anonymous (nobody) Summary: OS tokens for Temporary Bonus Tab items Initial Comment: We need Output Sheet tokens so that the temporary bonuses applied to the PC in the Temporary Bonus Tab can be displayed in a block on the output sheets. There are four items associated with these bonuses: 1. the name of the object the bonuses are in 2. The variable being modified 3. the value of the bonus 4. the description of the bonus as set by the TEMPDESC tag. Two things to keep in mind, first, since there can be more then one bonus tag in any object items 1 and 2 may contain multiples. And second, temporary bonuses can be applied multiple times in the tab and so should be displayed multiple times on output. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1025212&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 15:38:36
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Bugs item #921719, was opened at 2004-03-23 12:57 Message generated for change (Comment added) made by zaister You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=921719&group_id=25576 Category: Domain/Spell Support Group: None Status: Open Resolution: None Priority: 5 Submitted By: Siegfried Frosch (siegfried1) Assigned to: Jason Buchanan (lonejedi) Summary: Exclude forbidden cleric spells Initial Comment: Hello, clerics of certain domains and alignments are not allowed to cast spells of contradictory alignments, e.g. a good cleric may not cast a spell with the flag [evil] in its description. Even though the data on the characters alignment is in PCGen and the flags for evil, chaos etc. are also there the spell lists for clerics always include those spells which the character will never be able to cast. That is not a technical bug, but wrong in the sense of the rules. Is it possible to flag these spells als forbidden im the program and exclude them from the output sheets? ---------------------------------------------------------------------- >Comment By: Stefan Radermacher (zaister) Date: 2004-09-09 17:38 Message: Logged In: YES user_id=435051 This is the same as Freq #627939, I have posted a possible solution there. ---------------------------------------------------------------------- Comment By: Reed Thornton (rthornton13) Date: 2004-07-16 21:07 Message: Logged In: YES user_id=1001978 This should also affect Druids. From RSRD, ClassesI.rtf under Cleric "Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below)." And "Chaotic, Evil, Good, and Lawful Spells: A cleric cant cast spells of an alignment opposed to his own or his deitys (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions." Also from RSRD, ClassesI.rtf under Druid "Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below)." And "Chaotic, Evil, Good, and Lawful Spells: A druid cant cast spells of an alignment opposed to her own or her deitys (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions." Reed QA Chimp, BoD ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-05-31 12:32 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 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=921719&group_id=25576 |
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From: SourceForge.net <no...@so...> - 2004-09-09 14:01:00
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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: Closed 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: 2004-09-09 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...> - 2004-09-09 13:59:10
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Feature Requests item #627939, was opened at 2002-10-24 13:02 Message generated for change (Settings changed) 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: Closed 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: 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...> - 2004-09-08 21:41:32
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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: 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: 2004-09-08 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...> - 2004-09-08 16:35:04
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Feature Requests item #1024519, was opened at 2004-09-08 12:35 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=1024519&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: 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 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1024519&group_id=25576 |