These would let me suppress one-handed output for two-handed weapons,
dramatically simplifying the next generation OpenRPG character sheet I'm
working on; similar benefits would exist for natural weapons, and my
beta-testers have asked me to suppress two-handed stats for light
weapons as well. I'm sure I'll want to know if a weapon is double at
some point also.
--
Emily Smirle (jerril) Beware, for my Axe
GMGen Princess will cut you off at the knees.
Watch out for the spikes.
On Wed, May 28, 2003 at 02:00:02PM -0400, Emily Smirle wrote:
> Enhancement of the WEAPONx.CATEGORY:y token:
>
> allow testing for natural weapons, light weapons, heavy weapons, double
> weapons.
>
> note that a bastard sword or dwarven waraxe counts as heavy unless you
> have the exotic weapon proficiency.
I'd watch this. 'light' weapons are usually defined as 'smaller than
the wielder' -- a short sword is a light weapon for a human, a long
sword isn't... and a bastard sword wouldn't be, regardless of
proficiency (barring feats that make it so).
IIRC, there has also been discussion of how to handle weapon proficiency
and 'handness' (one-handed, two-handed, etc.); this FREQ seems related
to that.
> EG:
> IIF(WEAPON%weap.CATEGORY:NATURAL)
> IIF(WEAPON%weap.CATEGORY:LIGHT)
> IIF(WEAPON%weap.CATEGORY:HEAVY)
> IIF(WEAPON%weap.CATEGORY:DOUBLE)
>
> These would let me suppress one-handed output for two-handed weapons,
> dramatically simplifying the next generation OpenRPG character sheet I'm
> working on; similar benefits would exist for natural weapons, and my
> beta-testers have asked me to suppress two-handed stats for light
> weapons as well. I'm sure I'll want to know if a weapon is double at
> some point also.
Still a useful thing, but the implementation may need some
consideration, especially in light of 'light' and 'heavy' designations
being used for two-weapon proficiency logic.
Keith
--
Keith Davies
keith.davies@...
PCGen: <reaper/>, smartass
"You just can't argue with a moron. It's like handling Nuclear
waste. It's not good, it's not evil, but for Christ's sake, don't
get any on you!!" -- Chuck, PCGen mailing list
<quote who="Emily Smirle">
> Enhancement of the WEAPONx.CATEGORY:y token:
>
> allow testing for natural weapons, light weapons, heavy weapons, double
> weapons.
>
> note that a bastard sword or dwarven waraxe counts as heavy unless you
> have the exotic weapon proficiency.
>
> EG:
> IIF(WEAPON%weap.CATEGORY:NATURAL)
> IIF(WEAPON%weap.CATEGORY:LIGHT)
> IIF(WEAPON%weap.CATEGORY:HEAVY)
> IIF(WEAPON%weap.CATEGORY:DOUBLE)
> So DOUBLE and NATURAL are already catered for. LIGHT and HEAVY depend
> entirely on the user.
The IIF(WEAPON.%weap.CATEGORY:LIGHT) should be handled by the
ExportHandler.java code, as it knows if a weapon is light for the
currently exporting PC. Ditto for HEAVY, etc.
Is it not working?
frugal@... wrote:
> So DOUBLE and NATURAL are already catered for. LIGHT and HEAVY depend
> entirly on the user.
That's the problem, and why I need PCGen to solve it. I can't compare
the weapon size and the character size because doing "is C less than M"
doesn't really work...
Help me, oh great and powerful Frugal!
--
Emily Smirle (jerril) Beware, for my Axe
GMGen Princess will cut you off at the knees.
Watch out for the spikes.
--- In pcgen@yahoogroups.com, Emily Smirle <smirle4498@r...> wrote:
> frugal@p... wrote:
> > So DOUBLE and NATURAL are already catered for. LIGHT and HEAVY
depend
> > entirly on the user.
>
> That's the problem, and why I need PCGen to solve it. I can't
compare
> the weapon size and the character size because doing "is C less
than M"
> doesn't really work...
>
> Help me, oh great and powerful Frugal!
> --
> Emily Smirle (jerril) Beware, for my Axe
> GMGen Princess will cut you off at the knees.
> Watch out for the spikes.
Emily,
Now, CATEGORY differentiates between Melee, Ranged, and Natural. It
also includes the indication of a Thrown weapon, returning Both
(Melee) and Both (Ranged).
As a weapon can be Melee and Light, i think it is better not to use
the same token. Why don't we create a new token called something like
LOAD or WEIGHT or SIZE (bad name?). Then WEAPON.%weap.XXX would
return LIGHT, MEDIUM or HEAVY, according to the character size versus
weapon size. What do you think? Would this be enough?
On Thursday 29 May 2003 16:10, Emily Smirle wrote:
> frugal@... wrote:
> > So DOUBLE and NATURAL are already catered for. LIGHT and HEAVY depend
> > entirly on the user.
>
> That's the problem, and why I need PCGen to solve it. I can't compare
> the weapon size and the character size because doing "is C less than M"
> doesn't really work...
>
> Help me, oh great and powerful Frugal!
Well, I can not provide an immediate solution using a tag as I have to start
packing for a reenactment event this weekend, but i can tell you how you
would do it using the XSLT output stuff for PDF ;O)
<xsl:for-each select="/character/weapons/weapon">
<!-- Convert the sizes of the weapon and the character from a letter to a
number so we can do mathematical comparisons -->
<xsl:variable name="weapon_size" select="translate(size, 'TFSMLHC',
'1234567')" />
<xsl:variable name="character_size"
select="translate(/character/basics/size, 'TFSMLHC', '1234567')" />
<xsl:if test="$weapon_size < $character_size">
<!-- The weapon is smaller than the character so it counts as light -->
</xsl:if>
<xsl:if test="$weapon_size > $character_size">
<!-- The weapon is bigger than the characters size so it counts as heavy
-->
</xsl:if>
</xsl:for-each>
This is not a lot of use to you as you do not want a PDF document at the end
of it... I wonder if it would be a good idea to have the XML/HTML generation
stuff have the ability to use XSLT as well as the PDF stuff.
Felipe F. Diniz wrote:
> As a weapon can be Melee and Light, i think it is better not to use
> the same token. Why don't we create a new token called something like
> LOAD or WEIGHT or SIZE (bad name?). Then WEAPON.%weap.XXX would
> return LIGHT, MEDIUM or HEAVY, according to the character size versus
> weapon size. What do you think? Would this be enough?
That works, definitely!
The thing I'm *really* trying to avoid is having one handed, off handed,
and two-weapon stats for two-handed weapons. WEIGHT wouldn't work,
that's more like the actual weight in pounds/kg... SIZE is probably bad
too (I think there's a tag with that name already).
LOAD's ok. WEIGHTCLASS? HEFT? hm.
--
Emily Smirle (jerril) Beware, for my Axe
GMGen Princess will cut you off at the knees.
Watch out for the spikes.
--- In pcgen@yahoogroups.com, Emily Smirle <smirle4498@r...> wrote:
> That works, definitely!
>
> The thing I'm *really* trying to avoid is having one handed, off
handed,
> and two-weapon stats for two-handed weapons. WEIGHT wouldn't work,
> that's more like the actual weight in pounds/kg... SIZE is probably
bad
> too (I think there's a tag with that name already).
>
> LOAD's ok. WEIGHTCLASS? HEFT? hm.
> --
> Emily Smirle (jerril) Beware, for my Axe
> GMGen Princess will cut you off at the knees.
> Watch out for the spikes.
I just talked to Barak, and he prefers HEFT. So WEAPON.%weap.HEFT
will return LIGHT for weapons smaller than the character, MEDIUM for
weapons of the same size of the character, and HEAVY for weapons
larger than the character. I'll create the FREQ, and should commit
this tonight.
What about those too heavy to be wielded by the character? Should
those be tracked differently? or is the fact the 'to hit' would be
N/A good enough?
Just trying to thourough.
Lonnie
--- In pcgen@yahoogroups.com, "Felipe F. Diniz" <fdiniz@i...> wrote:
> --- In pcgen@yahoogroups.com, Emily Smirle <smirle4498@r...> wrote:
> > That works, definitely!
> >
> > The thing I'm *really* trying to avoid is having one handed, off
> handed,
> > and two-weapon stats for two-handed weapons. WEIGHT wouldn't
work,
> > that's more like the actual weight in pounds/kg... SIZE is
probably
> bad
> > too (I think there's a tag with that name already).
> >
> > LOAD's ok. WEIGHTCLASS? HEFT? hm.
> > --
> > Emily Smirle (jerril) Beware, for my Axe
> > GMGen Princess will cut you off at the knees.
> > Watch out for the spikes.
>
> I just talked to Barak, and he prefers HEFT. So WEAPON.%weap.HEFT
> will return LIGHT for weapons smaller than the character, MEDIUM
for
> weapons of the same size of the character, and HEAVY for weapons
> larger than the character. I'll create the FREQ, and should commit
> this tonight.
>
>
> Felipe
> - OSCM Gibbon
--- In pcgen@yahoogroups.com, Emily Smirle <smirle4498@r...> wrote:
> That works, definitely!
>
> The thing I'm *really* trying to avoid is having one handed, off
handed,
> and two-weapon stats for two-handed weapons. WEIGHT wouldn't work,
> that's more like the actual weight in pounds/kg... SIZE is probably
bad
> too (I think there's a tag with that name already).
>
> LOAD's ok. WEIGHTCLASS? HEFT? hm.
> --
> Emily Smirle (jerril) Beware, for my Axe
> GMGen Princess will cut you off at the knees.
> Watch out for the spikes.
I just commited this FREQ ([745719] WEAPON.%weap.HEFT).
WEAPON.%weap.HEFT returns LIGHT, MEDIUM or HEAVY, looking for weapon
size and character size. If the weapon is smaller, then it is LIGHT.
Emily, could you test it and see if it fits what you need? I'll leave
the FREQ opened till you see if it's enough for you, ok?
-----Original Message-----
From: Felipe F. Diniz [mailto:fdiniz@...]
Sent: Friday, 30 May 2003 10:41 a.m.
To: pcgen@yahoogroups.com
Subject: [pcgen] Re: [DOC/TM] new IIF tokens
[Non-text portions of this message have been removed]
On Thursday 29 May 2003 18:17, Emily Smirle wrote:
> Felipe F. Diniz wrote:
> > As a weapon can be Melee and Light, i think it is better not to use
> > the same token. Why don't we create a new token called something like
> > LOAD or WEIGHT or SIZE (bad name?). Then WEAPON.%weap.XXX would
> > return LIGHT, MEDIUM or HEAVY, according to the character size versus
> > weapon size. What do you think? Would this be enough?
>
> That works, definitely!
>
> The thing I'm *really* trying to avoid is having one handed, off handed,
> and two-weapon stats for two-handed weapons. WEIGHT wouldn't work,
> that's more like the actual weight in pounds/kg... SIZE is probably bad
> too (I think there's a tag with that name already).
>
> LOAD's ok. WEIGHTCLASS? HEFT? hm.
Jayme Cox wrote:
>>>IIF(WEAPON%weap.CATEGORY:LIGHT)
>>>IIF(WEAPON%weap.CATEGORY:HEAVY)
>>
>
>>So DOUBLE and NATURAL are already catered for. LIGHT and HEAVY depend
>>entirely on the user.
>
>
> The IIF(WEAPON.%weap.CATEGORY:LIGHT) should be handled by the
> ExportHandler.java code, as it knows if a weapon is light for the
> currently exporting PC. Ditto for HEAVY, etc.
> Is it not working?
CATEGORY only returns a set number of things, LIGHT and HEAVY are not on
that list.
--
Emily Smirle (jerril) Beware, for my Axe
GMGen Princess will cut you off at the knees.
Watch out for the spikes.