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#5303 From: sorrow@...
Date: Fri Jun 1, 2001 7:59 am
Subject: Re: New File Uploaded: Steward.zip
sorrow@...
Send Email Send Email
 
Yes, I could do it this way. I'm opposed to it for a couple of
reasons, though. Firstly because it's a 'dirty' fix, and secondly
because it will need changing once the code is fixed.

Oh well, I might as well. I can't download this at work (no time, no
winzip, paranoid IT department) so it will have to wait until this
evening.

MarK

--- In pcgen@y..., "Hunter Godfrey" <huntgod1@b...> wrote:
> Though it would be a "dirty" fix...is there a problem with just
giving the Toughness feat instead of trying to directly plus the HP?
>
> I know Toughness if a prereq for some stuff...and the class ability
emulates but isn't the actual feat...but still to get the numbers to
work out right this approach might work.

#5304 From: "Kevyn" <draco77@...>
Date: Fri Jun 1, 2001 11:35 am
Subject: Re: Newbie
draco77@...
Send Email Send Email
 
Thanks,
I will put them in the misc field

Thanks again for all your work

Draco


--- In pcgen@y..., mocha@m... wrote:
> That kind of functionality isn't handled yet (will be....) - so
what
> I would suggest is to have the item in your equipment (is there a
> Holy Avenger in the magic files you have?) and then in the Misc.
tab
> you can type in the details about it in the Magic Items box.
> Remember not to use any : (colons) in your descriptions anywhere in
> any of the text fields in PCGen since that causes the importer
untold
> caniptions. :) (that will be fixed too at some point...)
>
>
> Oh - and welcome aboard!
>
> -Bryan
>
> --- In pcgen@y..., "Kevyn" <draco77@y...> wrote:
> >  I am new to PCGen, but from what I have used, my hat is off to
> you.
> > Great Job!  Our entire group uses it now and love it.
> >
> >  I have one question, How do you add a magical weapon in with
> > abilities instead of + values? A Holy Sword which does a extra
2d8
> to
> > evil creatures or the like, comes to mind.  I am just learning to
> > program and I am a old dog. So new tricks come slow.
> >
> > Thanks
> >
> > Draco

#5305 From: mocha@...
Date: Fri Jun 1, 2001 3:33 pm
Subject: Re: Star Wars Droids
mocha@...
Send Email Send Email
 
This is something that could be handled by the GM policing character
creation, but it certainly wouldn't be hard to add support for a race
having to select a class first before any others.

-Bryan

--- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> Or maybe a way of automaticly assigning a class when the droid
> type/race is picked
> --- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > I know you can have a racial restriction on a class but can the
> > oppisite be done?  A race can only take this class to begin with,
> and
> > then once they have taken it  other classes are now available?
The
> > reason I'm asking is I was thinking about putting the droid
> creation
> > into PCgen from Gamer #3
> > I can think of one way but that would rewriting every other
class.
> >
> > Any suggestion?

#5306 From: mocha@...
Date: Fri Jun 1, 2001 3:37 pm
Subject: Re: LANGUAGE Limits
mocha@...
Send Email Send Email
 
What you have looks like it should work.  I'll try to carve out some
time to see what's going on - this would qualify as a bug since it's
supposed to work.

-Bryan

--- In pcgen@y..., maggard@a... wrote:
> Definitely doing something wrong.  Here is the relavent lines
> (hopefully)
>
> from the KoK.lst
> LANGUAGE:Abyssal,Aquan,Auran,Brandobian Ancient,Brandobian
> Modern,Celestial,Dejy,Draconic,Druidic,Dwarven,Elven High,Elven
> Low,Fhokki,Giant,Gnoll,Gnomish,Goblin,Halfling,Hobgoblin
> Commoner,Hobgoblin Military,Hobgoblin
> Royalty,Ignan,Infernal,Kalamaran Ancient,Kalamaran High,Kalamaran
> Low,Merchant's
> Tongue,Orc,Reanaarese,Svimohzish,Sylvan,Terran,Undercommon,Writing-
> Brandobian Ancient Alphabet,Writing-Brandobian Modern
> Alphabet,Writing-Celestial Alphabet,Writing-Draconic
Alphabet,Writing-
> Druidic Alphabet,Writing-Dwarven Alphabet,Writing-Elven High
> Runes,Writing-Elven Low Runes,Writing-Fhokki Alphabet,Writing-
> Hobgoblin Alphabet,Writing-Infernal Alphabet,Writing-Kalamaran
> Ancient Alphabet,Writing-Kalamaran Modern Alphabet,Writing-Merchant
> Standard Numerals Ahznomahni,Writing-Reanaarian Alphabet,Writing-
> Svimohzish Alphabet
>
> from the KoKSkill.lst
> Speak Languages None NONE N N
	 CHOOSE:Language
> (Abyssal,Aquan,Auran,Brandobian Ancient,Brandobian
> Modern,Celestial,Dejy,Draconic,Druidic,Dwarven,Elven High,Elven
> Low,Fhokki,Giant,Gnoll,Gnomish,Goblin,Halfling,Hobgoblin
> Commoner,Hobgoblin Military,Hobgoblin
> Royalty,Ignan,Infernal,Kalamaran Ancient,Kalamaran High,Kalamaran
> Low,Merchant's
> Tongue,Orc,Reanaarese,Svimohzish,Sylvan,Terran,Undercommon
>
> Write Alphabet None NONE N N
	 CHOOSE:Language
> (Writing-Brandobian Ancient Alphabet,Writing-Brandobian Modern
> Alphabet,Writing-Celestial Alphabet,Writing-Draconic
Alphabet,Writing-
> Druidic Alphabet,Writing-Dwarven Alphabet,Writing-Elven High
> Runes,Writing-Elven Low Runes,Writing-Fhokki Alphabet,Writing-
> Hobgoblin Alphabet,Writing-Infernal Alphabet,Writing-Kalamaran
> Ancient Alphabet,Writing-Kalamaran Modern Alphabet,Writing-Merchant
> Standard Numerals Ahznomahni,Writing-Reanaarian Alphabet,Writing-
> Svimohzish Alphabet
>
> I tried using brackets for entries such as Low, High.  Removed them
> in the latest attempt just in case.  I also tried removing reducing
> both LANGUAGE: and Speak Language CHOOSE tag to
>
Abyssal,Aquan,Auran,Brandobian,Celestial,Dejy,Draconic,Druidic,Dwarven
> ,Elven,Fhokki,Giant,Gnoll,Gnomish,Goblin,Halfling,Hobgoblin,Ignan,In
fe
>
rnal,Kalamaran,Merchant's,Orc,Reanaarese,Svimohzish,Sylvan,Terran,Unde
> rcommon
>
> Still no luck.  Can some one attempt to use these langauge lists in
> your campaign?
>
>
> --- In pcgen@y..., mocha@m... wrote:
> > Parentheses, except for the start and end of the list, are right
> out. So too are commas, except for between languages. Everything
else
> is legal but I generally don't like to use the letter that comes
> after y. ;P And never say the word "Nih!" - oh no, I just said it!
> Aaaaahhhhh!
> >
> > As for limitations - the list is filtered by the LANGUAGE: lists
> you have in your loaded campaigns (the LANGUAGE: tag in the .pcc
> files).  If you don't have one I'm pretty sure this list is
generated
> as a combination of everything in the LANGAUTO: and LANGBONUS: tags
> in the race and class files you've loaded. This functionality has
> changed a few times so I forget where I left it, and I plan on
> completely revamping it again as discussed in some recent threads,
so
> I'm sure I'll be even more confused then.... :)
> >
> > -Bryan

#5307 From: "Alan" <jaknife2001@...>
Date: Fri Jun 1, 2001 3:40 pm
Subject: Re: Star Wars Droids
jaknife2001@...
Send Email Send Email
 
Is there a way to put a Prereq on equipment?

--- In pcgen@y..., mocha@m... wrote:
> This is something that could be handled by the GM policing
character
> creation, but it certainly wouldn't be hard to add support for a
race
> having to select a class first before any others.
>
> -Bryan
>
> --- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > Or maybe a way of automaticly assigning a class when the droid
> > type/race is picked
> > --- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > > I know you can have a racial restriction on a class but can the
> > > oppisite be done?  A race can only take this class to begin
with,
> > and
> > > then once they have taken it  other classes are now available?
> The
> > > reason I'm asking is I was thinking about putting the droid
> > creation
> > > into PCgen from Gamer #3
> > > I can think of one way but that would rewriting every other
> class.
> > >
> > > Any suggestion?

#5308 From: mocha@...
Date: Fri Jun 1, 2001 6:51 pm
Subject: Re: Star Wars Droids
mocha@...
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No - but that's a good point.  I could see putting a pre-req on an
item before it can be equipped, though I don't know about putting a
pre-req on an item before it can be owned if that's what you're
implying.

-Bryan

--- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> Is there a way to put a Prereq on equipment?
>
> --- In pcgen@y..., mocha@m... wrote:
> > This is something that could be handled by the GM policing
> character
> > creation, but it certainly wouldn't be hard to add support for a
> race
> > having to select a class first before any others.
> >
> > -Bryan
> >
> > --- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > > Or maybe a way of automaticly assigning a class when the droid
> > > type/race is picked
> > > --- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > > > I know you can have a racial restriction on a class but can
the
> > > > oppisite be done?  A race can only take this class to begin
> with,
> > > and
> > > > then once they have taken it  other classes are now
available?
> > The
> > > > reason I'm asking is I was thinking about putting the droid
> > > creation
> > > > into PCgen from Gamer #3
> > > > I can think of one way but that would rewriting every other
> > class.
> > > >
> > > > Any suggestion?

#5309 From: robert_wellinghurst@...
Date: Fri Jun 1, 2001 8:45 pm
Subject: As promised
robert_wellinghurst@...
Send Email Send Email
 
I placed the birthright in published campaign folder.

#5310 From: Mike Bentley <hansolo@...>
Date: Fri Jun 1, 2001 7:44 pm
Subject: Re: Re: Star Wars Droids
hansolo@...
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I would say that putting the pre-req before it can be equiped
would be good.  I mean if someone really wants to buy droid parts, let them. :)

At 6/1/01, you wrote:
>No - but that's a good point.  I could see putting a pre-req on an
>item before it can be equipped, though I don't know about putting a
>pre-req on an item before it can be owned if that's what you're
>implying.
>
>-Bryan
>
>--- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > Is there a way to put a Prereq on equipment?
> >
> > --- In pcgen@y..., mocha@m... wrote:
> > > This is something that could be handled by the GM policing
> > character
> > > creation, but it certainly wouldn't be hard to add support for a
> > race
> > > having to select a class first before any others.
> > >
> > > -Bryan
> > >
> > > --- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > > > Or maybe a way of automaticly assigning a class when the droid
> > > > type/race is picked
> > > > --- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > > > > I know you can have a racial restriction on a class but can
>the
> > > > > oppisite be done?  A race can only take this class to begin
> > with,
> > > > and
> > > > > then once they have taken it  other classes are now
>available?
> > > The
> > > > > reason I'm asking is I was thinking about putting the droid
> > > > creation
> > > > > into PCgen from Gamer #3
> > > > > I can think of one way but that would rewriting every other
> > > class.
> > > > >
> > > > > Any suggestion?
>
>
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>
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>
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---
Mike Bentley
hansolo@...

#5311 From: "Chris Wachal" <cwachal@...>
Date: Sat Jun 2, 2001 7:21 pm
Subject: The Problems with PCGen and Solutions?
cwachal@...
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Since PCGen was being partially rewritten anyways, I figured that I
would give a couple suggestions on features that would make PCGen the
best program it can be.

I finally convinced a programmer friend of mine to try PCGen to
generate characters, he liked the Master Tools demo for that.  He
thinks that this program has so much potential but there are a couple
things that need to be changed.  He says they would be fairly easy to
repair and said he might be willing to help should you have questions
as to how to implement these features.  What we see as a couple major
flaws of the program that are limiting its effectiveness are as
follows:

1. Feats need to have a screen set up to drag "available feats" over
to a "chosen feats" section.  This will allow you to take any feats
more than once, unlike the current system.  Each feat will need a
descriptor for whether or not it allows mulitple or not.

It also allows you to easily see which feats you currently have as
well as easily take things like "Weapon Focus: longsword" and "Weapon
Focus: short sword".

2. You need to be able to sort the equipment by all the categories.
As well, a system like the feats above where you drag items into your
inventory.  Items could either be set as multiple or not.  Multiple
items would allow you to buy more than one of something at once as be
listed as "7 days rations", whereas some items could only be bought
one at a time, so you could drag "Short Sword" over to your inventory
and have one.  If you wanted a second one for your offhand, you could
drag another "Short Sword" over, each one would be listed as
different items.

You would need a button called add or something so you could select a
multiple item in your inventory and add 1 to it.  So you would drag
over "Days of Iron Rations" and it would automatically assign 1 to
it, then you could click on it and add more, so you could put it up
to 7.  This would also enable you to make "groups" of items.  For
instance, in this same situation, after taking 7 days of rations, you
could drag another "days of iron rations" over, it would auto assign
1 to that one, and then you could add 6 more to it, and therefore
have 2 "groups" of 7 days iron rations.  This would make it easier to
marks weeks of rations for instance off your character sheet.

This system would enable you to actually equip one short sword in
each hand.  It could be done by making your equipment into an array.

3. We need to have a similar system as the items for the skills.
Drag a skill over when you take it, it would set the skill at 1.0 or
0.5 if it is cross class.  It would also ask you for the
specialization when you first move it over.  For instance, if you
drag "History" over, it would come up with a list of choices for
specialization like "local" or "The Dales" or "Waterdeep" or
something.

4. The amount of gold you have left after you purchase your equipment
should print somewhere on the character sheets, it doesn't yet.  You
have to manually enter it into the money section

5. I would like to request the ability to add a bonus to all skills
based off of one attribute like "+2 to all charisma based skills".  I
don't know if you can already do this, however, right now the circlet
of persuasion is listed as +2 to charisma instead of +2 to all
charisma based skills.

When I say "drag" in these examples, I believe something like the
current spell system, where you click on something then click a
button to add it would work too.

I believe this system would require more information to be stored in
the character save files themselves.  If you are already storing more
information in the character sheets, would it be possible to store
information like the stats on all your weapons, spells, abilities of
your current levels of classes, etc. on your character save file so
you could load it in any copy of PCGen without that copy having the
appropriate lst files so you could still view your character and
create character sheets, but you wouldn't be able to increase your
level in any class that you didn't have the lst files for.

I understand that some of it would be a lot of work, however, right
now as it stands, you cannot take multiple toughness feats, or equip
2 of the same weapons.  As well, taking equipment is very difficult
right now, at the very least, this needs an "Add" button, so you
could select an item and then click the add button to add 1.

I hope this helps slightly, you know I've been around a while trying
to make PCGen better, as I believe it can truly be THE best character
generator for D20.

Chris Wachal

#5312 From: "arcady" <arcady0@...>
Date: Sun Jun 3, 2001 12:43 am
Subject: RE: Re: LANGUAGE Limits
arcady0@...
Send Email Send Email
 
The real problem here is that in Kalamar 'write alphabet' does not exist as
a skill.

You have a language, and an alphabet you use for that language.
They are one skill, not two.

When you make it a seperate skill you upset the point costs involved.

This needs a modification to how languages work. It needs the ability for a
campaign to 'just use the default alphabet' or to let you 'choose and
alphabet'.

It then needs something which lists out which alphabets are available for
which languages. And which of these choices work for what region and ethnic
group the PC comes from.


> -----Original Message-----
> From: mocha@... [mailto:mocha@...]
> Sent: Friday, June 01, 2001 8:37 AM
> To: pcgen@yahoogroups.com
> Subject: [pcgen] Re: LANGUAGE Limits
>
>
> What you have looks like it should work.  I'll try to carve out some
> time to see what's going on - this would qualify as a bug since it's
> supposed to work.
>
> -Bryan
>
> --- In pcgen@y..., maggard@a... wrote:
> > Definitely doing something wrong.  Here is the relavent lines
> > (hopefully)
> >
> > from the KoK.lst
> > LANGUAGE:Abyssal,Aquan,Auran,Brandobian Ancient,Brandobian
> > Modern,Celestial,Dejy,Draconic,Druidic,Dwarven,Elven High,Elven
> > Low,Fhokki,Giant,Gnoll,Gnomish,Goblin,Halfling,Hobgoblin
> > Commoner,Hobgoblin Military,Hobgoblin
> > Royalty,Ignan,Infernal,Kalamaran Ancient,Kalamaran High,Kalamaran
> > Low,Merchant's
> > Tongue,Orc,Reanaarese,Svimohzish,Sylvan,Terran,Undercommon,Writing-
> > Brandobian Ancient Alphabet,Writing-Brandobian Modern
> > Alphabet,Writing-Celestial Alphabet,Writing-Draconic
> Alphabet,Writing-
> > Druidic Alphabet,Writing-Dwarven Alphabet,Writing-Elven High
> > Runes,Writing-Elven Low Runes,Writing-Fhokki Alphabet,Writing-
> > Hobgoblin Alphabet,Writing-Infernal Alphabet,Writing-Kalamaran
> > Ancient Alphabet,Writing-Kalamaran Modern Alphabet,Writing-Merchant
> > Standard Numerals Ahznomahni,Writing-Reanaarian Alphabet,Writing-
> > Svimohzish Alphabet
> >
> > from the KoKSkill.lst
> > Speak Languages None NONE N N
>  CHOOSE:Language
> > (Abyssal,Aquan,Auran,Brandobian Ancient,Brandobian
> > Modern,Celestial,Dejy,Draconic,Druidic,Dwarven,Elven High,Elven
> > Low,Fhokki,Giant,Gnoll,Gnomish,Goblin,Halfling,Hobgoblin
> > Commoner,Hobgoblin Military,Hobgoblin
> > Royalty,Ignan,Infernal,Kalamaran Ancient,Kalamaran High,Kalamaran
> > Low,Merchant's
> > Tongue,Orc,Reanaarese,Svimohzish,Sylvan,Terran,Undercommon
> >
> > Write Alphabet None NONE N N
>  CHOOSE:Language
> > (Writing-Brandobian Ancient Alphabet,Writing-Brandobian Modern
> > Alphabet,Writing-Celestial Alphabet,Writing-Draconic
> Alphabet,Writing-
> > Druidic Alphabet,Writing-Dwarven Alphabet,Writing-Elven High
> > Runes,Writing-Elven Low Runes,Writing-Fhokki Alphabet,Writing-
> > Hobgoblin Alphabet,Writing-Infernal Alphabet,Writing-Kalamaran
> > Ancient Alphabet,Writing-Kalamaran Modern Alphabet,Writing-Merchant
> > Standard Numerals Ahznomahni,Writing-Reanaarian Alphabet,Writing-
> > Svimohzish Alphabet
> >
> > I tried using brackets for entries such as Low, High.  Removed them
> > in the latest attempt just in case.  I also tried removing reducing
> > both LANGUAGE: and Speak Language CHOOSE tag to
> >
> Abyssal,Aquan,Auran,Brandobian,Celestial,Dejy,Draconic,Druidic,Dwarven
> > ,Elven,Fhokki,Giant,Gnoll,Gnomish,Goblin,Halfling,Hobgoblin,Ignan,In
> fe
> >
> rnal,Kalamaran,Merchant's,Orc,Reanaarese,Svimohzish,Sylvan,Terran,Unde
> > rcommon
> >
> > Still no luck.  Can some one attempt to use these langauge lists in
> > your campaign?
> >
> >
> > --- In pcgen@y..., mocha@m... wrote:
> > > Parentheses, except for the start and end of the list, are right
> > out. So too are commas, except for between languages. Everything
> else
> > is legal but I generally don't like to use the letter that comes
> > after y. ;P And never say the word "Nih!" - oh no, I just said it!
> > Aaaaahhhhh!
> > >
> > > As for limitations - the list is filtered by the LANGUAGE: lists
> > you have in your loaded campaigns (the LANGUAGE: tag in the .pcc
> > files).  If you don't have one I'm pretty sure this list is
> generated
> > as a combination of everything in the LANGAUTO: and LANGBONUS: tags
> > in the race and class files you've loaded. This functionality has
> > changed a few times so I forget where I left it, and I plan on
> > completely revamping it again as discussed in some recent threads,
> so
> > I'm sure I'll be even more confused then.... :)
> > >
> > > -Bryan
>
>
> To unsubscribe from this group, send an email to:
> pcgen-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>


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#5313 From: arcady <arcady0@...>
Date: Sun Jun 3, 2001 2:31 am
Subject: Monte Cook being a rat bastard again..?
arcady0@...
Send Email Send Email
 
According to this thread:
http://dynamic.gamespy.com/~dnd3e/ubb/Forum17/HTML/005613-3.html

You do not have to make d20 additions OGL; so Monte can force people to
remove his stuff.
He's just put out a new book in PDF form, and he's made it non-open. Only
one small section is OGL in order to satisfy some 5% requirement.

I'm not sure if he can do that, but it looks like he's trying to stop the
whole open-gaming concept.

Personally I've decided I will boycott his work from here on out on accord
of this.

World of Fahla: http://home.pacbell.net/arcady0/fahla/
/.)\ Arcady <0){{{{><
\(@/ Projects: http://www.geocities.com/arcady0/

#5314 From: maggard@...
Date: Sun Jun 3, 2001 3:07 am
Subject: Re: LANGUAGE Limits
maggard@...
Send Email Send Email
 
Remember we are working on two front now.

First a work around to allow character sheets to print out with the
correct language and alphabet information.  The characters created
will have to be given a free skill in Write Alphabet to represent
literacy in their known language(s).  It also allows a DM to split
the two if they feel Kalamar is less literate than WoG and FR.

Second, a complete re-work of the langauge skill is
underconsideration for post 2.0 release.  This will take into
consideration the relationship between languages and alphabets.
Nevertheless, realize you can write any language in any alphabet, it
just makes translation a bit tricky.  )  This would require a heafty
challenge rating.  You should see my wife try to read my attempts to
spell Vietnamise.  And this is with similar alphabets (English/French

--- In pcgen@y..., "arcady" <arcady0@y...> wrote:
> The real problem here is that in Kalamar 'write alphabet' does not
exist as
> a skill.
>
> You have a language, and an alphabet you use for that language.
> They are one skill, not two.
>
> When you make it a seperate skill you upset the point costs
involved.
>
> This needs a modification to how languages work. It needs the
ability for a
> campaign to 'just use the default alphabet' or to let you 'choose
and
> alphabet'.
>
> It then needs something which lists out which alphabets are
available for
> which languages. And which of these choices work for what region
and ethnic
> group the PC comes from.
>
>

#5315 From: "House Gryphon" <gryps@...>
Date: Thu Jun 19, 2003 4:40 pm
Subject: Re: LANGUAGE Limits
gryps@...
Send Email Send Email
 
----- Original Message -----
From: "arcady" <arcady0@...>
> The real problem here is that in Kalamar 'write alphabet' does not exist
as
> a skill.
> You have a language, and an alphabet you use for that language.
> They are one skill, not two.
> When you make it a seperate skill you upset the point costs involved.

Ah-ha..

I have a solution :-)

In the work for the new XML based data files I have been looking at making
the bonus/choose system very generic. I can already see how this would
immediately make what you want possible.

In Star Wars there are separate Read/Write and Speak Language skills - and
so you do need to spend extra points to learn both.

In the XML it should be quite possible to define a language skill so that
when you take it, you automatically get the corresponding alphabet.

In the current LST file format this would be equivalent to having a
corresponding BONUS:Read/Write (xxxx) for each language xxxx (or a CHOOSE:
Read/Write xxxx,yyyy,zzzz).

- Sly

#5316 From: "House Gryphon" <gryps@...>
Date: Thu Jun 19, 2003 4:45 pm
Subject: Re: Re: CHOOSE: Tag
gryps@...
Send Email Send Email
 
----- Original Message -----
From: <maggard@...>
> will be nice when the CHOOSE skill is available for Profession, Craft
> and Knowledge skills also.  This will shorten the skill list down a
> bit....

There is a minor problem with this - it could break things like Skill
Emphasis.

In Skill Emphasis you choose one skill (not sub-skill), so if you only have
one skill called Craft, then you can take Skill Emphasis (Craft), but can't
specify which craft!

Note that this problem doesn't apply to Speak Language, because a bonus
would not have any effect like other skills, so Skill Emphasis is not
relevant (unless of course someone disagrees here, which would be an
interesting discussion, remember Skill Emphasis adds a bonus, not Ranks).

Of course you can start getting tricky like Skill Emphasis (Craft
(Leatherworking)) - but notice the double brackets look silly when writing
them out (let alone trying to program them into a computer).

Just my 2gp worth.

- Sly

#5317 From: "arcady" <arcady0@...>
Date: Sun Jun 3, 2001 7:59 am
Subject: RE: Monte Cook being a rat bastard again..?
arcady0@...
Send Email Send Email
 
Later posts in that thread may change the nature of this to a
misunderstanding.

But given recent topics, it might still be a good thing to follow and look
into for the possible wider issues it brings up.

> -----Original Message-----
> From: arcady [mailto:arcady0@...]
> Sent: Saturday, June 02, 2001 7:31 PM
> To: PCgen
> Subject: [pcgen] Monte Cook being a rat bastard again..?
>
>
> According to this thread:
> http://dynamic.gamespy.com/~dnd3e/ubb/Forum17/HTML/005613-3.html
>
> You do not have to make d20 additions OGL; so Monte can force people to
> remove his stuff.
> He's just put out a new book in PDF form, and he's made it non-open. Only
> one small section is OGL in order to satisfy some 5% requirement.
>
> I'm not sure if he can do that, but it looks like he's trying to stop the
> whole open-gaming concept.
>
> Personally I've decided I will boycott his work from here on out on accord
> of this.
>
> World of Fahla: http://home.pacbell.net/arcady0/fahla/
> /.)\ Arcady <0){{{{><
> \(@/ Projects: http://www.geocities.com/arcady0/
>
>
> To unsubscribe from this group, send an email to:
> pcgen-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>


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#5318 From: "arcady" <arcady0@...>
Date: Sun Jun 3, 2001 8:01 am
Subject: RE: Re: LANGUAGE Limits
arcady0@...
Send Email Send Email
 
Sometimes it's not simple though.

In Kalamar...

The Dejy in one place might use the Kalamar alphabet.
In other they might use an elven alphabet.

But in both places they're still speaking dejy.

(hypothetical examples not actual ones).

> -----Original Message-----
> From: House Gryphon [mailto:gryps@...]
> Sent: Thursday, June 19, 2003 9:40 AM
> To: pcgen@yahoogroups.com
> Subject: [pcgen] Re: LANGUAGE Limits
>
>
> ----- Original Message -----
> From: "arcady" <arcady0@...>
> > The real problem here is that in Kalamar 'write alphabet' does not exist
> as
> > a skill.
> > You have a language, and an alphabet you use for that language.
> > They are one skill, not two.
> > When you make it a seperate skill you upset the point costs involved.
>
> Ah-ha..
>
> I have a solution :-)
>
> In the work for the new XML based data files I have been looking at making
> the bonus/choose system very generic. I can already see how this would
> immediately make what you want possible.
>
> In Star Wars there are separate Read/Write and Speak Language skills - and
> so you do need to spend extra points to learn both.
>
> In the XML it should be quite possible to define a language skill so that
> when you take it, you automatically get the corresponding alphabet.
>
> In the current LST file format this would be equivalent to having a
> corresponding BONUS:Read/Write (xxxx) for each language xxxx (or a CHOOSE:
> Read/Write xxxx,yyyy,zzzz).
>
> - Sly
>
>
>
>
>
> To unsubscribe from this group, send an email to:
> pcgen-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>


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#5319 From: "Richard O'Doherty-Gregg" <OdGregg@...>
Date: Sun Jun 3, 2001 10:53 am
Subject: RE: The Problems with PCGen and Solutions?
OdGregg@...
Send Email Send Email
 

I’ll Just address a couple of your points.

 

The gold doesn’t show up on the ROG sheet because I don’t use the gold field (you can add it wherever you want on the sheet by inserting the |GOLD| tag I believe). I was waiting to add a proper coins section when we have support for cp, sp, gp and pp sometime in the future. And the amount of gold that the characters in the party that I DM have changes so often, they don’t actually want it printed on the sheet. I feel the sheet should mainly only have stuff on it that doesn’t change between levels (hence I also don’t output what spells the characters have memorized as this also changes regularly). I guess I’m just trying to save paper J

 

Secondly, it is possible to take the toughness feat more than once. Have you tried it out? Create a human character so that it starts with 2 feats, and then select toughness. You will find that each time you select toughness it comes up with another window allowing you to allocate more than one feat slot to it (or get feat slots back).

 

Many of the other points you have mentioned (like the drag and drop) will (and have) be experimented with no doubt once the conversion has been finished. I know the programmers were playing with that system for purchasing items, but it won’t make the first release of PCGen2.0 though.

 

Oh, and you can sort just about every table in PCGen2.0 as well J

 

Personally, I hope that once 2.0 is available, that they concentrate on adding more support for customisation (ie. There are quite a few additions needed to support some of the new content, like Defenders of the Faith etc) rather than adding fancy interface “features” J

 

ROG

 

Richard & Sarah O'Doherty-Gregg

17 Alwyn Rd, Lenah Valley, TAS

Australia 7008

OdGregg@...

 

-----Original Message-----
From: Chris Wachal [mailto:cwachal@...]
Sent: Sunday, 3 June 2001 5:21 AM
To: pcgen@yahoogroups.com
Subject: [pcgen] The Problems with PCGen and Solutions?

 

Since PCGen was being partially rewritten anyways, I figured that I
would give a couple suggestions on features that would make PCGen the
best program it can be.

I finally convinced a programmer friend of mine to try PCGen to
generate characters, he liked the Master Tools demo for that.  He
thinks that this program has so much potential but there are a couple
things that need to be changed.  He says they would be fairly easy to
repair and said he might be willing to help should you have questions
as to how to implement these features.  What we see as a couple major
flaws of the program that are limiting its effectiveness are as
follows:

1. Feats need to have a screen set up to drag "available feats" over
to a "chosen feats" section.  This will allow you to take any feats
more than once, unlike the current system.  Each feat will need a
descriptor for whether or not it allows mulitple or not.

It also allows you to easily see which feats you currently have as
well as easily take things like "Weapon Focus: longsword" and "Weapon
Focus: short sword".

2. You need to be able to sort the equipment by all the categories. 
As well, a system like the feats above where you drag items into your
inventory.  Items could either be set as multiple or not.  Multiple
items would allow you to buy more than one of something at once as be
listed as "7 days rations", whereas some items could only be bought
one at a time, so you could drag "Short Sword" over to your inventory
and have one.  If you wanted a second one for your offhand, you could
drag another "Short Sword" over, each one would be listed as
different items.

You would need a button called add or something so you could select a
multiple item in your inventory and add 1 to it.  So you would drag
over "Days of Iron Rations" and it would automatically assign 1 to
it, then you could click on it and add more, so you could put it up
to 7.  This would also enable you to make "groups" of items.  For
instance, in this same situation, after taking 7 days of rations, you
could drag another "days of iron rations" over, it would auto assign
1 to that one, and then you could add 6 more to it, and therefore
have 2 "groups" of 7 days iron rations.  This would make it easier to
marks weeks of rations for instance off your character sheet.

This system would enable you to actually equip one short sword in
each hand.  It could be done by making your equipment into an array.

3. We need to have a similar system as the items for the skills. 
Drag a skill over when you take it, it would set the skill at 1.0 or
0.5 if it is cross class.  It would also ask you for the
specialization when you first move it over.  For instance, if you
drag "History" over, it would come up with a list of choices for
specialization like "local" or "The Dales" or "Waterdeep" or
something.

4. The amount of gold you have left after you purchase your equipment
should print somewhere on the character sheets, it doesn't yet.  You
have to manually enter it into the money section

5. I would like to request the ability to add a bonus to all skills
based off of one attribute like "+2 to all charisma based skills".  I
don't know if you can already do this, however, right now the circlet
of persuasion is listed as +2 to charisma instead of +2 to all
charisma based skills.

When I say "drag" in these examples, I believe something like the
current spell system, where you click on something then click a
button to add it would work too.

I believe this system would require more information to be stored in
the character save files themselves.  If you are already storing more
information in the character sheets, would it be possible to store
information like the stats on all your weapons, spells, abilities of
your current levels of classes, etc. on your character save file so
you could load it in any copy of PCGen without that copy having the
appropriate lst files so you could still view your character and
create character sheets, but you wouldn't be able to increase your
level in any class that you didn't have the lst files for.

I understand that some of it would be a lot of work, however, right
now as it stands, you cannot take multiple toughness feats, or equip
2 of the same weapons.  As well, taking equipment is very difficult
right now, at the very least, this needs an "Add" button, so you
could select an item and then click the add button to add 1.

I hope this helps slightly, you know I've been around a while trying
to make PCGen better, as I believe it can truly be THE best character
generator for D20.

Chris Wachal



To unsubscribe from this group, send an email to:
pcgen-unsubscribe@egroups.com



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#5320 From: "Yosemite Sam" <churcht@...>
Date: Sun Jun 3, 2001 1:39 pm
Subject: Problem noted, please check in version 2
churcht@...
Send Email Send Email
 
The names of the characters aren't displayed correctly on my computer, but
work okay on a friends.  I suspect it is because I am using large fonts,
which changes the appearance.  Will version 2 check for this?

#5321 From: <pcgen@yahoogroups.com>
Date: Sun Jun 3, 2001 9:40 pm
Subject: New file uploaded to pcgen
pcgen@yahoogroups.com
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the pcgen
group.

   File        : /Campaign+Central/Bryans Release files/Flame_Steward.zip
   Uploaded by : sorrow@...
   Description : Working version of the Flame Steward from Dragon #283, as
requested. Due to the problems with BONUS:HP, this version adds a Toughness Feat
as a work-around. I'll replace this when the issues are resolved.

You can access this file at the URL

http://groups.yahoo.com/group/pcgen/files/Campaign%2BCentral/Bryans%20Release%20\
files/Flame_Steward.zip

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/us/groups/files

Regards,

sorrow@...

#5322 From: maggard@...
Date: Mon Jun 4, 2001 2:39 am
Subject: Re: LANGUAGE Limits
maggard@...
Send Email Send Email
 
Now, if I can get the language to work in the current format, I'll
try to add the BONUS:Write Alphabet (CHOOSE: Language(xxxx,yyyy,zzzz).


--- In pcgen@y..., "House Gryphon" <gryps@b...> wrote:
>
> Ah-ha..
>
> I have a solution :-)
>
> In the work for the new XML based data files I have been looking at
making
> the bonus/choose system very generic. I can already see how this
would
> immediately make what you want possible.
>
> In Star Wars there are separate Read/Write and Speak Language
skills - and
> so you do need to spend extra points to learn both.
>
> In the XML it should be quite possible to define a language skill
so that
> when you take it, you automatically get the corresponding alphabet.
>
> In the current LST file format this would be equivalent to having a
> corresponding BONUS:Read/Write (xxxx) for each language xxxx (or a
>
> - Sly

#5323 From: <pcgen@yahoogroups.com>
Date: Mon Jun 4, 2001 3:06 am
Subject: New file uploaded to pcgen
pcgen@yahoogroups.com
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the pcgen
group.

   File        : /Campaign+Central/Published Campaigns/Planescape.zip
   Uploaded by : tsadkiel@...
   Description : All the Planescape races that have appeared in official books so
far; updated to reflect the Forgotten Realms setting book

You can access this file at the URL

http://groups.yahoo.com/group/pcgen/files/Campaign%2BCentral/Published%20Campaig\
ns/Planescape.zip

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/us/groups/files

Regards,

tsadkiel@...

#5324 From: kmaxx93749@...
Date: Mon Jun 4, 2001 3:55 am
Subject: Re: The Problems with PCGen and Solutions?
kmaxx93749@...
Send Email Send Email
 
I'd also like to address the gold issue.  If you go under the misc.
tab in the program and put in the amount of gold, silver, copper, or
platinum peices the person in the party has it shows up on the ROG
sheet under gold!

--- In pcgen@y..., "Richard O'Doherty-Gregg" <OdGregg@b...> wrote:
> I'll Just address a couple of your points.
>
>
>
> The gold doesn't show up on the ROG sheet because I don't use the
gold
> field (you can add it wherever you want on the sheet by inserting
the
> |GOLD| tag I believe). I was waiting to add a proper coins section
when
> we have support for cp, sp, gp and pp sometime in the future. And
the
> amount of gold that the characters in the party that I DM have
changes
> so often, they don't actually want it printed on the sheet. I feel
the
> sheet should mainly only have stuff on it that doesn't change
between
> levels (hence I also don't output what spells the characters have
> memorized as this also changes regularly). I guess I'm just trying
to
> save paper :-)
>
>
>
> Secondly, it is possible to take the toughness feat more than once.
Have
> you tried it out? Create a human character so that it starts with 2
> feats, and then select toughness. You will find that each time you
> select toughness it comes up with another window allowing you to
> allocate more than one feat slot to it (or get feat slots back).
>
>
>
> Many of the other points you have mentioned (like the drag and drop)
> will (and have) be experimented with no doubt once the conversion
has
> been finished. I know the programmers were playing with that system
for
> purchasing items, but it won't make the first release of PCGen2.0
> though.
>
>
>
> Oh, and you can sort just about every table in PCGen2.0 as well :-)
>
>
>
> Personally, I hope that once 2.0 is available, that they
concentrate on
> adding more support for customisation (ie. There are quite a few
> additions needed to support some of the new content, like Defenders
of
> the Faith etc) rather than adding fancy interface "features" :-)
>
>
>
> ROG
>
>
>
> Richard & Sarah O'Doherty-Gregg
>
> 17 Alwyn Rd, Lenah Valley, TAS
>
> Australia 7008
>
> OdGregg@b...
>
>
>
> -----Original Message-----
> From: Chris Wachal [mailto:cwachal@h...]
> Sent: Sunday, 3 June 2001 5:21 AM
> To: pcgen@y...
> Subject: [pcgen] The Problems with PCGen and Solutions?
>
>
>
> Since PCGen was being partially rewritten anyways, I figured that I
> would give a couple suggestions on features that would make PCGen
the
> best program it can be.
>
> I finally convinced a programmer friend of mine to try PCGen to
> generate characters, he liked the Master Tools demo for that.  He
> thinks that this program has so much potential but there are a
couple
> things that need to be changed.  He says they would be fairly easy
to
> repair and said he might be willing to help should you have
questions
> as to how to implement these features.  What we see as a couple
major
> flaws of the program that are limiting its effectiveness are as
> follows:
>
> 1. Feats need to have a screen set up to drag "available feats"
over
> to a "chosen feats" section.  This will allow you to take any feats
> more than once, unlike the current system.  Each feat will need a
> descriptor for whether or not it allows mulitple or not.
>
> It also allows you to easily see which feats you currently have as
> well as easily take things like "Weapon Focus: longsword"
and "Weapon
> Focus: short sword".
>
> 2. You need to be able to sort the equipment by all the
categories.
> As well, a system like the feats above where you drag items into
your
> inventory.  Items could either be set as multiple or not.  Multiple
> items would allow you to buy more than one of something at once as
be
> listed as "7 days rations", whereas some items could only be bought
> one at a time, so you could drag "Short Sword" over to your
inventory
> and have one.  If you wanted a second one for your offhand, you
could
> drag another "Short Sword" over, each one would be listed as
> different items.
>
> You would need a button called add or something so you could select
a
> multiple item in your inventory and add 1 to it.  So you would drag
> over "Days of Iron Rations" and it would automatically assign 1 to
> it, then you could click on it and add more, so you could put it up
> to 7.  This would also enable you to make "groups" of items.  For
> instance, in this same situation, after taking 7 days of rations,
you
> could drag another "days of iron rations" over, it would auto
assign
> 1 to that one, and then you could add 6 more to it, and therefore
> have 2 "groups" of 7 days iron rations.  This would make it easier
to
> marks weeks of rations for instance off your character sheet.
>
> This system would enable you to actually equip one short sword in
> each hand.  It could be done by making your equipment into an array.
>
> 3. We need to have a similar system as the items for the skills.
> Drag a skill over when you take it, it would set the skill at 1.0
or
> 0.5 if it is cross class.  It would also ask you for the
> specialization when you first move it over.  For instance, if you
> drag "History" over, it would come up with a list of choices for
> specialization like "local" or "The Dales" or "Waterdeep" or
> something.
>
> 4. The amount of gold you have left after you purchase your
equipment
> should print somewhere on the character sheets, it doesn't yet.
You
> have to manually enter it into the money section
>
> 5. I would like to request the ability to add a bonus to all skills
> based off of one attribute like "+2 to all charisma based skills".
I
> don't know if you can already do this, however, right now the
circlet
> of persuasion is listed as +2 to charisma instead of +2 to all
> charisma based skills.
>
> When I say "drag" in these examples, I believe something like the
> current spell system, where you click on something then click a
> button to add it would work too.
>
> I believe this system would require more information to be stored
in
> the character save files themselves.  If you are already storing
more
> information in the character sheets, would it be possible to store
> information like the stats on all your weapons, spells, abilities
of
> your current levels of classes, etc. on your character save file so
> you could load it in any copy of PCGen without that copy having the
> appropriate lst files so you could still view your character and
> create character sheets, but you wouldn't be able to increase your
> level in any class that you didn't have the lst files for.
>
> I understand that some of it would be a lot of work, however, right
> now as it stands, you cannot take multiple toughness feats, or
equip
> 2 of the same weapons.  As well, taking equipment is very difficult
> right now, at the very least, this needs an "Add" button, so you
> could select an item and then click the add button to add 1.
>
> I hope this helps slightly, you know I've been around a while
trying
> to make PCGen better, as I believe it can truly be THE best
character
> generator for D20.
>
> Chris Wachal
>
>
>
>
>
>
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#5325 From: "Richard O'Doherty-Gregg" <OdGregg@...>
Date: Mon Jun 4, 2001 4:05 am
Subject: Re: The Problems with PCGen and Solutions?
OdGregg@...
Send Email Send Email
 
Yes, that's true (and what I do), but I believe Chris was referring
to the gold field on the equipment tab which is not included on my
character sheet.

-ROG

ps. By the way Chris, I hope I didn't offend you with my reply, I was
just trying to point out how "we" currently do some things in PCGen :-
) You're post contained very good comments :-)

--- In pcgen@y..., kmaxx93749@y... wrote:
> I'd also like to address the gold issue.  If you go under the misc.
> tab in the program and put in the amount of gold, silver, copper,
or
> platinum peices the person in the party has it shows up on the ROG
> sheet under gold!
>
> --- In pcgen@y..., "Richard O'Doherty-Gregg" <OdGregg@b...> wrote:
> > I'll Just address a couple of your points.
> >
> >
> >
> > The gold doesn't show up on the ROG sheet because I don't use the
> gold
> > field (you can add it wherever you want on the sheet by inserting
> the
> > |GOLD| tag I believe). I was waiting to add a proper coins
section
> when
> > we have support for cp, sp, gp and pp sometime in the future. And
> the
> > amount of gold that the characters in the party that I DM have
> changes
> > so often, they don't actually want it printed on the sheet. I
feel
> the
> > sheet should mainly only have stuff on it that doesn't change
> between
> > levels (hence I also don't output what spells the characters have
> > memorized as this also changes regularly). I guess I'm just
trying
> to
> > save paper :-)
> >
> >
> >
> > Secondly, it is possible to take the toughness feat more than
once.
> Have
> > you tried it out? Create a human character so that it starts with
2
> > feats, and then select toughness. You will find that each time you
> > select toughness it comes up with another window allowing you to
> > allocate more than one feat slot to it (or get feat slots back).
> >
> >
> >
> > Many of the other points you have mentioned (like the drag and
drop)
> > will (and have) be experimented with no doubt once the conversion
> has
> > been finished. I know the programmers were playing with that
system
> for
> > purchasing items, but it won't make the first release of PCGen2.0
> > though.
> >
> >
> >
> > Oh, and you can sort just about every table in PCGen2.0 as well :-
)
> >
> >
> >
> > Personally, I hope that once 2.0 is available, that they
> concentrate on
> > adding more support for customisation (ie. There are quite a few
> > additions needed to support some of the new content, like
Defenders
> of
> > the Faith etc) rather than adding fancy interface "features" :-)
> >
> >
> >
> > ROG
> >
> >
> >
> > Richard & Sarah O'Doherty-Gregg
> >
> > 17 Alwyn Rd, Lenah Valley, TAS
> >
> > Australia 7008
> >
> > OdGregg@b...
> >
> >
> >
> > -----Original Message-----
> > From: Chris Wachal [mailto:cwachal@h...]
> > Sent: Sunday, 3 June 2001 5:21 AM
> > To: pcgen@y...
> > Subject: [pcgen] The Problems with PCGen and Solutions?
> >
> >
> >
> > Since PCGen was being partially rewritten anyways, I figured that
I
> > would give a couple suggestions on features that would make PCGen
> the
> > best program it can be.
> >
> > I finally convinced a programmer friend of mine to try PCGen to
> > generate characters, he liked the Master Tools demo for that.  He
> > thinks that this program has so much potential but there are a
> couple
> > things that need to be changed.  He says they would be fairly
easy
> to
> > repair and said he might be willing to help should you have
> questions
> > as to how to implement these features.  What we see as a couple
> major
> > flaws of the program that are limiting its effectiveness are as
> > follows:
> >
> > 1. Feats need to have a screen set up to drag "available feats"
> over
> > to a "chosen feats" section.  This will allow you to take any
feats
> > more than once, unlike the current system.  Each feat will need a
> > descriptor for whether or not it allows mulitple or not.
> >
> > It also allows you to easily see which feats you currently have
as
> > well as easily take things like "Weapon Focus: longsword"
> and "Weapon
> > Focus: short sword".
> >
> > 2. You need to be able to sort the equipment by all the
> categories.
> > As well, a system like the feats above where you drag items into
> your
> > inventory.  Items could either be set as multiple or not.
Multiple
> > items would allow you to buy more than one of something at once
as
> be
> > listed as "7 days rations", whereas some items could only be
bought
> > one at a time, so you could drag "Short Sword" over to your
> inventory
> > and have one.  If you wanted a second one for your offhand, you
> could
> > drag another "Short Sword" over, each one would be listed as
> > different items.
> >
> > You would need a button called add or something so you could
select
> a
> > multiple item in your inventory and add 1 to it.  So you would
drag
> > over "Days of Iron Rations" and it would automatically assign 1
to
> > it, then you could click on it and add more, so you could put it
up
> > to 7.  This would also enable you to make "groups" of items.  For
> > instance, in this same situation, after taking 7 days of rations,
> you
> > could drag another "days of iron rations" over, it would auto
> assign
> > 1 to that one, and then you could add 6 more to it, and therefore
> > have 2 "groups" of 7 days iron rations.  This would make it
easier
> to
> > marks weeks of rations for instance off your character sheet.
> >
> > This system would enable you to actually equip one short sword in
> > each hand.  It could be done by making your equipment into an
array.
> >
> > 3. We need to have a similar system as the items for the skills.
> > Drag a skill over when you take it, it would set the skill at 1.0
> or
> > 0.5 if it is cross class.  It would also ask you for the
> > specialization when you first move it over.  For instance, if you
> > drag "History" over, it would come up with a list of choices for
> > specialization like "local" or "The Dales" or "Waterdeep" or
> > something.
> >
> > 4. The amount of gold you have left after you purchase your
> equipment
> > should print somewhere on the character sheets, it doesn't yet.
> You
> > have to manually enter it into the money section
> >
> > 5. I would like to request the ability to add a bonus to all
skills
> > based off of one attribute like "+2 to all charisma based
skills".
> I
> > don't know if you can already do this, however, right now the
> circlet
> > of persuasion is listed as +2 to charisma instead of +2 to all
> > charisma based skills.
> >
> > When I say "drag" in these examples, I believe something like the
> > current spell system, where you click on something then click a
> > button to add it would work too.
> >
> > I believe this system would require more information to be stored
> in
> > the character save files themselves.  If you are already storing
> more
> > information in the character sheets, would it be possible to
store
> > information like the stats on all your weapons, spells, abilities
> of
> > your current levels of classes, etc. on your character save file
so
> > you could load it in any copy of PCGen without that copy having
the
> > appropriate lst files so you could still view your character and
> > create character sheets, but you wouldn't be able to increase
your
> > level in any class that you didn't have the lst files for.
> >
> > I understand that some of it would be a lot of work, however,
right
> > now as it stands, you cannot take multiple toughness feats, or
> equip
> > 2 of the same weapons.  As well, taking equipment is very
difficult
> > right now, at the very least, this needs an "Add" button, so you
> > could select an item and then click the add button to add 1.
> >
> > I hope this helps slightly, you know I've been around a while
> trying
> > to make PCGen better, as I believe it can truly be THE best
> character
> > generator for D20.
> >
> > Chris Wachal
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Sponsor
> >
> >
> >
> >
>
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> >
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> >
> >
> >
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> > <http://docs.yahoo.com/info/terms/>  Terms of Service.

#5326 From: Lonestar <Lonestar@...>
Date: Mon Jun 4, 2001 5:40 am
Subject: Re[2]: Re: LANGUAGE Limits
Lonestar@...
Send Email Send Email
 
a> Sometimes it's not simple though.

a> In Kalamar...

a> The Dejy in one place might use the Kalamar alphabet.
a> In other they might use an elven alphabet.

a> But in both places they're still speaking dejy.

a> (hypothetical examples not actual ones).

hmmmm, that's where region support kicks in. just define standard
language and alphabet for each region.....



  Lonestar                            mailto:Lonestar@...

#5327 From: Lonestar <Lonestar@...>
Date: Mon Jun 4, 2001 5:58 am
Subject: Re: Re: The Problems with PCGen and Solutions?
Lonestar@...
Send Email Send Email
 
kyc> I'd also like to address the gold issue.  If you go under the misc.
kyc> tab in the program and put in the amount of gold, silver, copper, or
kyc> platinum peices the person in the party has it shows up on the ROG
kyc> sheet under gold!

I think currency support is supposed to be on the to-do list.
It should be possible to have a self defined currency system for each
campaign (region?).
In the Forgotten Realms it is:
1 platinum = 10 gold = 100 silver = 1000 copper coins
In Waterdeep thers the toal (a square brass coin with a central hole,
worth 2gp) and the harbor moon (a flat crescent platinum with a
central hole and an electrum inlay, worth 50 gp in Waterdeep and 30gp
elsewhere).
Then there are trade bars of silver or gold in different weights (1 to
10 pounds) and there are some other exotic currencies like the Gond
bells (small brass bells. worth 10gp in trade and 20gp in Gond
temples) or the Shaar rings (pierced and polished slices of ivory,
worth 3gp each) plus an assortment of pearls (used by undersea
creatures as currency).

Ok, thats a rather complex currency system, but it would be great if
it would be supported by PCGen ;)


  Lonestar                            mailto:Lonestar@...

#5328 From: <pcgen@yahoogroups.com>
Date: Mon Jun 4, 2001 7:42 am
Subject: New file uploaded to pcgen
pcgen@yahoogroups.com
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the pcgen
group.

   File        : /New Character Sheets/psheetARC.zip
   Uploaded by : arcady0@...
   Description : UPDATE: Now includes a stat block for DMs like me who need to
know the PCs stats all the time. This is a Party Sheet that's designed to match
the theme of the ROG character sheet. It should print out very nicely. It's open
for inclusion in the release as well.

You can access this file at the URL

http://groups.yahoo.com/group/pcgen/files/New%20Character%20Sheets/psheetARC.zip

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/us/groups/files

Regards,

arcady0@...

#5329 From: "Alan" <jaknife2001@...>
Date: Mon Jun 4, 2001 12:12 pm
Subject: Re: Star Wars Droids
jaknife2001@...
Send Email Send Email
 
I would say equiped also  this could also be used with fimilars for
the sorcerers
---In pcgen@y..., Mike Bentley <hansolo@i...> wrote:
>
>          I would say that putting the pre-req before it can be
equiped
> would be good.  I mean if someone really wants to buy droid parts,
let them. :)
>
> At 6/1/01, you wrote:
> >No - but that's a good point.  I could see putting a pre-req on an
> >item before it can be equipped, though I don't know about putting a
> >pre-req on an item before it can be owned if that's what you're
> >implying.
> >
> >-Bryan
> >
> >--- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > > Is there a way to put a Prereq on equipment?
> > >
> > > --- In pcgen@y..., mocha@m... wrote:
> > > > This is something that could be handled by the GM policing
> > > character
> > > > creation, but it certainly wouldn't be hard to add support
for a
> > > race
> > > > having to select a class first before any others.
> > > >
> > > > -Bryan
> > > >
> > > > --- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > > > > Or maybe a way of automaticly assigning a class when the
droid
> > > > > type/race is picked
> > > > > --- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > > > > > I know you can have a racial restriction on a class but
can
> >the
> > > > > > oppisite be done?  A race can only take this class to
begin
> > > with,
> > > > > and
> > > > > > then once they have taken it  other classes are now
> >available?
> > > > The
> > > > > > reason I'm asking is I was thinking about putting the
droid
> > > > > creation
> > > > > > into PCgen from Gamer #3
> > > > > > I can think of one way but that would rewriting every
other
> > > > class.
> > > > > >
> > > > > > Any suggestion?
> >
> >
> >To unsubscribe from this group, send an email to:
> >pcgen-unsubscribe@egroups.com
> >
> >
> >
> >Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
>
> ---
> Mike Bentley
> hansolo@i...

#5330 From: mocha@...
Date: Mon Jun 4, 2001 1:51 pm
Subject: Re: Star Wars Droids
mocha@...
Send Email Send Email
 
Okay - I'll put that on my list.

-Bryan

--- In pcgen@y..., Mike Bentley <hansolo@i...> wrote:
>
>          I would say that putting the pre-req before it can be
equiped
> would be good.  I mean if someone really wants to buy droid parts,
let them. :)
>
> At 6/1/01, you wrote:
> >No - but that's a good point.  I could see putting a pre-req on an
> >item before it can be equipped, though I don't know about putting a
> >pre-req on an item before it can be owned if that's what you're
> >implying.
> >
> >-Bryan
> >
> >--- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > > Is there a way to put a Prereq on equipment?
> > >
> > > --- In pcgen@y..., mocha@m... wrote:
> > > > This is something that could be handled by the GM policing
> > > character
> > > > creation, but it certainly wouldn't be hard to add support
for a
> > > race
> > > > having to select a class first before any others.
> > > >
> > > > -Bryan
> > > >
> > > > --- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > > > > Or maybe a way of automaticly assigning a class when the
droid
> > > > > type/race is picked
> > > > > --- In pcgen@y..., "Alan" <jaknife2001@y...> wrote:
> > > > > > I know you can have a racial restriction on a class but
can
> >the
> > > > > > oppisite be done?  A race can only take this class to
begin
> > > with,
> > > > > and
> > > > > > then once they have taken it  other classes are now
> >available?
> > > > The
> > > > > > reason I'm asking is I was thinking about putting the
droid
> > > > > creation
> > > > > > into PCgen from Gamer #3
> > > > > > I can think of one way but that would rewriting every
other
> > > > class.
> > > > > >
> > > > > > Any suggestion?
> >
> >
> >To unsubscribe from this group, send an email to:
> >pcgen-unsubscribe@egroups.com
> >
> >
> >
> >Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
>
> ---
> Mike Bentley
> hansolo@i...

#5331 From: mocha@...
Date: Mon Jun 4, 2001 2:08 pm
Subject: Re: LANGUAGE Limits
mocha@...
Send Email Send Email
 
My understanding of KoK is that they have one skill - Speak
Languages - and yet they use this to track not only the spoken
languages but the written languages of the characters.  When the
languages are you speak are tied to the languages you can write in a
one-to-one fashion (meaning for every spoken language there's only
one written language and if you know one you know the other) then
this is appropriate.  Since campaigns like KoK (and probably FR or
other heavilky region-specific campaigns) emphasize the difference
between writing and reading I think it makes sense to split them out
as two different skills.  This maximizes the flexibility even if it
adds a skill that doesn't technically exist.  Whichever classes have
Speak Languages as a class skill would also have Write Alphabet as a
class skill.  I suppose one could construe a case where Sages should
have Write Alphabet as a class-skill but not Speak Languages, since I
think of them as mostly dealing in dead languages (like Accadian or
the other languages on the Rosetta stone).

I think this functionality will tie in a great deal with the whole
regional upgrade.  This will require some heavy pondering to make
sure we make it flexible enough to handle as many region-specific
issues and language type issues as possible.  When the time comes
that I'm ready to turn my attention to this I'll run my ideas past
you to see what you think. :)

-Bryan

-Bryan
I think that even if a skill like "Write Alphabet" isn't actually
listed anywhere
--- In pcgen@y..., maggard@a... wrote:
> Remember we are working on two front now.
>
> First a work around to allow character sheets to print out with the
> correct language and alphabet information.  The characters created
> will have to be given a free skill in Write Alphabet to represent
> literacy in their known language(s).  It also allows a DM to split
> the two if they feel Kalamar is less literate than WoG and FR.
>
> Second, a complete re-work of the langauge skill is
> underconsideration for post 2.0 release.  This will take into
> consideration the relationship between languages and alphabets.
> Nevertheless, realize you can write any language in any alphabet,
it
> just makes translation a bit tricky.  )  This would require a
heafty
> challenge rating.  You should see my wife try to read my attempts
to
> spell Vietnamise.  And this is with similar alphabets
(English/French
>
> --- In pcgen@y..., "arcady" <arcady0@y...> wrote:
> > The real problem here is that in Kalamar 'write alphabet' does
not
> exist as
> > a skill.
> >
> > You have a language, and an alphabet you use for that language.
> > They are one skill, not two.
> >
> > When you make it a seperate skill you upset the point costs
> involved.
> >
> > This needs a modification to how languages work. It needs the
> ability for a
> > campaign to 'just use the default alphabet' or to let you 'choose
> and
> > alphabet'.
> >
> > It then needs something which lists out which alphabets are
> available for
> > which languages. And which of these choices work for what region
> and ethnic
> > group the PC comes from.
> >
> >

#5332 From: mocha@...
Date: Mon Jun 4, 2001 2:16 pm
Subject: Re: The Problems with PCGen and Solutions?
mocha@...
Send Email Send Email
 
We've talked about a currency system, and it definitely will get
done, just not for the 2.0.0 release.  We'll let you define which
currency is the 'standard', and the 'gold' field in the Items tab
will be tied to how many of those coins you have.  All the other
coins will have a cost associated with them, which will give us an
exchange rate.  Our thinking was to do this as equipment, but in
thinking about this I realize that the coins would then show up in
the Equipment lists on the charactersheets, which may not be desired
behavior.  You could also display them in a separate 'wealth' section
by using the EQTYPE.Coins token, but maybe breaking them out of
equipment into a Wealth object would be a better implementation.
Anyway, the idea is pretty much there, just need to work out the
kinks. :)

-Bryan

--- In pcgen@y..., Lonestar <Lonestar@l...> wrote:
> kyc> I'd also like to address the gold issue.  If you go under the
misc.
> kyc> tab in the program and put in the amount of gold, silver,
copper, or
> kyc> platinum peices the person in the party has it shows up on the
ROG
> kyc> sheet under gold!
>
> I think currency support is supposed to be on the to-do list.
> It should be possible to have a self defined currency system for
each
> campaign (region?).
> In the Forgotten Realms it is:
> 1 platinum = 10 gold = 100 silver = 1000 copper coins
> In Waterdeep thers the toal (a square brass coin with a central
hole,
> worth 2gp) and the harbor moon (a flat crescent platinum with a
> central hole and an electrum inlay, worth 50 gp in Waterdeep and
30gp
> elsewhere).
> Then there are trade bars of silver or gold in different weights (1
to
> 10 pounds) and there are some other exotic currencies like the Gond
> bells (small brass bells. worth 10gp in trade and 20gp in Gond
> temples) or the Shaar rings (pierced and polished slices of ivory,
> worth 3gp each) plus an assortment of pearls (used by undersea
> creatures as currency).
>
> Ok, thats a rather complex currency system, but it would be great if
> it would be supported by PCGen ;)
>
>
>  Lonestar                            mailto:Lonestar@l...

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