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#68571 From: "karianna03" <MartijnV@...>
Date: Thu Oct 30, 2003 11:58 pm
Subject: ATTN: ALL Users and monkeys
karianna03
Send Email Send Email
 
Hi all,

Some of the further issues have been resolved or discussed further,
updates in ** **

K
TM SB

--- In pcgen@yahoogroups.com, "karianna03" <MartijnV@d...> wrote:
> Hi all,
>
> Here is the results of the 1st round of voting from the issues
> discussed over the last two weeks. Please note that several more
> documents need to be released and some discussions finished.
>
> This post is very long, please read in its entirety before you
> post. It is _preferred_ that you post replies to Karianna directly
> as many long posts will simply clutter up this board, that however
> is a suggestion, not an ultimatum 8-).
>
> The full minutes (minus some swearing etc) will be posted in the
> files section under BoD Minutes.
>
> >>1.) MORE DATESETS IN, BETA OR NO BETA, sorry for the caps but this
> >>has been screamed out on the boards and privately too me as well.
>
> OK, the board totally agrees that this process needs to be
> improved. Tir and the data team have started on a process to do
> this, _but_ the BoD has not agreed on the exact format on this.
> This discussion is still raging on our board.
>
> The Board would like to thank several new volnuteers for jumping on
> board and helping out on QA to clear the backlog.

**The debate continues to rage**

> >>2.) A less CMP affiliated board.
>
> The board feels that this is not necessary for several reasons:
>
> a.) Several misconceptions about the CMP representatives and their
> business practices were cleared up in the last few weeks of posting
> on this board.
>
> b.) The BoD is not as CMP skewed as some would think.
>
> The board is as follows
>
> Benevolent Dictator - Merton - CMP Owner
> Special Projects - Mynex - CMP Owner
> Code SB - Lone Jedi - CMP Owner
> OS SB - Barak - CMP Contractor
> Publisher Liason SB - Beaver - CMP Contractor
> Data SB - Tir Gwaith - Not CMP Affiliated
> OGL SB - Paul King - Not CMP Affiliated
> Docs SB - Shane Molnar - Not CMP Affiliated
> GMGen Regent - Devon Jones - Not CMP Affiliated
> TM SB - Karianna - Not CMP Affiliated
> (Karianna has quit as moderator for the CMP boards to remove
> any 'affiliation').
>
> c.) A 'second' (see below) will be added for most SBs (excluding
> Merton although Karianna was jokingly suggested as dictator-of-the-
> day and Mynex) to the board mailing list, the names are still being
> all put forward by the respective SBs, but the 1st five put
> forward so far are not CMP affiliated (Zachlists (data), Paul
> Grosse (OGL) and Hetter (TM), Frugal (OS), eddyanthony (Docs)).
>
> This now effectively makes the board 10 non and 5 CMP.

** No more seconds have been put forward that are outside of the
board, but Paul King is Beaver's second (Publisher Liason) and Barak
is Mynex's second (Special Projects).**

> A seperate document that will be released with our bylaws, will
> list each SB, their 2nd and any affiliations with CMP.
>
> >>3.) User reps on the BoD.
>
> This one is still under discussion 8-). The BoD isn't against it
> per say, but with SB's already being users as well as their new
> seconds, it may not be necessary, we'd like to hear your thoughts
> on this.
>
> We've had no response on this, so we assume the assignement of
> several users as our seconds was more than enough 8-)

> >>4.) Rotation of BoD members.
>
> Each SB will have a second that will step in if a SB is away etc
> for any reason. It is still up to the board to remove/assign
> people to the board.
>
> The main reason that we cannot rotate people 'willy nilly' is that
> there simply aren't that many experts in each field to take over.
>
> >>5.) Read access to the BoD list.
>
> A unanimous no. We believe that the BoD and its seconds need a
> private place to discuss PCGEN issues _especially_ around legal
> matters etc. We hope that more regular reports coming out of the
> BoD and other restricted groups (LMC) will make the BoD process
> more transparent.
>
> >>6.) A way of protecting PCGEN LMC created datasets (our section 15
> >>statement should cover this).
>
> A unanimous vote to say Yes! to include a section 15 in all pcgen
> created datasets. This should more than adequetely protect data
> sets made by LMC and other monkeys. Please contact Paul King the
> OGL SB for the legal details.
>
> >>7.) Our bylaws published (lets get this out people!!!).
>
> Some final wording work is being done, expect it out within the
> next week!

**Some more wording wrangling to be done**

> >>8.) consider moving all LMC conversations back to the main group
> >>(see my recent post there for reasoning)
>
> A unanimous no. LMC needs a private place where they can store and
> discuss datasets. Again this is due to legal implications as well
> as not cluttering up the main list! As LMC will be reporting on
> data sets weekly, that should make their work adequetely
> transparent.
>
> >>9.) regular (weekly) report to main group on source work
>
> Yes yes yes, the BoD totally agrees, a weekly report is what the
> Data team will deliver. What format that is in is still to be
> decided/finished.

**Format still being discussed**

> >>10.) adding more data SB to help manage the sources, find some way
> >>to categorize them so each SB manages a certain area. one data SB
> >>also sits on the Board
>
> Done. Tir has recruited several more monkeys and has gained a
> second (Zachlists) to sit on the board.
>
> >>11.) determine policy for how and how often to query a publisher
> >>when data has been sent to them for final approval.
>
> Beaver and Tir are sorting out a policy (althoguh it is likely to
> be different times for different publishers).

**Again, still being discussed**

> >>12.) move BoD chats to a place where only those who are on it can
> >>post, and anyone can be there and see the conversation live. This
> >>will allow community participants - maybe let users submit
> >>questions for the Board to answer.
>
> No for technical reasons, several BoD members are behind firewalls
> that do not allow for alternative technologies.
>
> The BoD is _always_ happy to receive questions and suggestions from
> the community, simply post here or mail anyone of us.
>
> >>13.) Publisher's questions, and how to respond to others given in
> >>a similar vein.
>
> This is all to do with people wanting inter-operability with
> PCGEN.
> The BoD view is to treat each case on a case by case basis, some
> people we have politely told to go away, others we're happy to work
> with (like openRPG).
>
> In short the BoD's attitude will be that anyone who is open source
> and isn't trying to free load off the hard work that pcgen monkeys
> have done will be almost always welcomed with open arms 8-).
>
> Karianna
> TM SB
> Moderator
> On behalf of the BoD

#68572 From: Eric Beaudoin <beaudoer@...>
Date: Fri Oct 31, 2003 12:14 am
Subject: Re: Re: [DOCS] [828011] PRExxx errors
beaudoer
Send Email Send Email
 
At 11:43 2003.10.30, Ed Beckwith wrote:
>Having seen oodles of these sorts of problems previously... is there a way
>we can standardize delimiters such that one delimiter is parsed as "AND",
>and another is parsed as "OR"... say, comma for "AND" and Pipe for "OR" (or
>vice versa, I dont know code, just logic) and allow for parentheses in
>PREXXX tags.... thus, possibly obviating the need for PREMULT...
>
>example, from below...
>
>PREMULT:2,[PRETYPE:1,Magic], [PRETYPE:1,Piercing,Slashing]
>
>becomes PRETYPE:Magic,(Piercing|Slashing)
>
>Translation : PRETYPE1, Magic and either Piercing or Slashing
>
>Heck, we could even do away with delimiters all together and flat out use
>.AND. and .OR.
>Hence:
>PRETYPE:Magic.AND.(Piercing.OR.Slashing)
>
>(yes, it takes extra keystrokes, but even the densest list monkey can
>understand what it means.

Like I said previously, yes, we do need to rethink and reengeneer the PRExxx
tags.  When we do it (and we will), we will start from the ground up and address
a multitude of issues that we have today. What we don't want is to add yet
another plaster on an already sorry state of affair.

The PRExxx tags have by far overgrown their original intend. Time to start
fresh. This is a big change though and I lot of thinking needs to be put into it
so expect a mid-term change rather than a short-term one. I have already quite a
few notes on the subject and I think we will be able to introduce the new syntax
while keeping the existing one operational (for backward compatibility). Stay
tune.


-----------------------------------------------------------
Éric "Space Monkey" Beaudoin (hiding in the trench)
>> In space, no one can hear you sleep.
>> Camels to can climb trees (and sometime eat them).
>> I know Tir's shameful secret!!!
<mailto:beaudoer@...>

#68573 From: "Barak" <barak@...>
Date: Fri Oct 31, 2003 12:19 am
Subject: RE: [DOCS] New entry - .COPY
barak20021
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Not true Eric... We use CL=ClassName any time it's on a class level
line, even if it's for thsat class.

Tir said he had many problems if he tried to use just CL any place other
than a class line.

Barak
~PCGen BoD
~OS Silverback


> -----Original Message-----
> From: Eric Beaudoin [mailto:beaudoer@...]
>
> At 04:43 2003.10.30, Frugal wrote:
> >[discovered when trying to COPy monks to make monk variants] If you
> >have an Aardvark class with a line like this:
> >
> >1   BONUS:Foo|CL=Aardvark
> >
> >and then you do:
> >
> >CLASS:Fysh.COPY=Aardvark
> >
> >your Fysh class will also have a line like this:
> >
> >1   BONUS:Foo|CL=Aardvark
>
> We normally use CL=ClassName only when referring to another
> class. In a CLASS description, it should always be "BONUS:xxx|CL"
>
> If you find instance where it is not so, it is probably worth
> opening a bug report for.
>

#68574 From: Eddy Anthony <eddyba@...>
Date: Fri Oct 31, 2003 12:11 am
Subject: Re: [DOCS] New entry - .COPY
mosat22
Send Email Send Email
 
> At 04:43 2003.10.30, Frugal wrote:
> We normally use CL=ClassName only when referring to another class. In a CLASS
> description, it should always be "BONUS:xxx|CL"
>
> If you find instance where it is not so, it is probably worth opening a bug
> report for.

Is this the case? I found several examples in the SRD class file. All these
are in the class named in the statement.

BONUS:VAR|Rage|CL=Barbarian/4+1
BONUS:VAR|BardicMusic|CL=Bard
BONUS:VAR|TurnLevel|CL=Cleric
BONUS:VAR|MonkStunningLVL|CL=Monk
BONUS:VAR|LayOnHands|(CHAMAX0)*CL=Paladin
BONUS:VAR|SneakAttack|(CL=Rogue+1)/2

-Eddy Anthony
-PCGen Doc Gibbon

#68575 From: Eric Beaudoin <beaudoer@...>
Date: Fri Oct 31, 2003 12:25 am
Subject: RE: [DOCS] New entry - .COPY
beaudoer
Send Email Send Email
 
At 19:19 2003.10.30, Barak wrote:
>Not true Eric... We use CL=ClassName any time it's on a class level
>line, even if it's for thsat class.
>
>Tir said he had many problems if he tried to use just CL any place other
>than a class line.
>
>Barak
>~PCGen BoD
>~OS Silverback

So instead of writing a bug report, we intruduce an extra wording that now limit
our options... This is kind of sad.

For my own files and the ones I did for CMP and PCGEN, I've always used just CL
in the class lines. My testing didn't reveal any problem with it but then, I
didn't test every single possibility out there. I suggest that if we do have
documented cases where it is not working, we should open bug reports.


-----------------------------------------------------------
Éric "Space Monkey" Beaudoin (hiding in the trench)
>> In space, no one can hear you sleep.
>> Camels to can climb trees (and sometime eat them).
>> I know Tir's shameful secret!!!
<mailto:beaudoer@...>

#68576 From: "aegkids" <kcarpenter@...>
Date: Fri Oct 31, 2003 12:31 am
Subject: Re: 5.4 Level doubled in characater generation
aegkids
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Thanks James! I'll take a look at how I loaded the sources.
Ken

--- In pcgen@yahoogroups.com, "James Dempsey" <jdempsey@a...> wrote:
> Hi Ken,
>
> This is the same issue that is being discussed in the "[BUG] BAB,
Saving
> Throws, etc. not calculated correctly" thread (see
> http://groups.yahoo.com/group/pcgen/message/68508 ). The most
likely cause
> is that you have both the full SRD and the parts of the SRD (PHB,
MM, DMG)
> loaded at the same time. As the full SRD includes the parts, the
> calculations that rely on the list files (i.e. most) get done
twice.
>
> Cheers,
> -------------------------------------------
> James Dempsey
> JDempsey@a...
> PCGEN Code Monkey
>
>
> ----- Original Message -----
> From: "aegkids" <kcarpenter@a...>
> To: <pcgen@yahoogroups.com>
> Sent: Thursday, October 30, 2003 7:52 AM
> Subject: [pcgen] 5.4 Level doubled in characater generation
>
>
> > I didn't see any posts regarding this issue...
> >
> > Some friends and I generated several characters over the weekend
> > using 5.4.
> > In each case, the Save modifiers and Base Attack bonuses were
> > calculated as if the character were 2 x his current level.
> >
> > Any help would be most appreciated!
> >
> > Ken

#68577 From: Eddy Anthony <eddyba@...>
Date: Fri Oct 31, 2003 12:57 am
Subject: Re: [DOCS] [828011] PRExxx errors
mosat22
Send Email Send Email
 
OK I think this may be the final cut here.
Submitted for review.

-Eddy Anthony
-PCGen Doc Gibbon
_____________________________________________________________________
Tag Name: PRETYPE:x,y,y

Variables Used (x): Number
(The number of types that must match the specified requirements).
Variables Used (y): Alpha (A type name).
Variables Used (y): EQMODTYPE (A type name for an eqmod).
Variables Used (y): EQMODA (name for a specific eqmod).

What it does:

Make specific TYPES or EQMODs a prerequisite.
You can use multiple PRETYPE tags in a line. Use the PREMULT tag to affix
multiple statements to a BONUS tag.
you can use conditionals - e.g. PRETYPE:.IF.TYPE=Armor.Shield.Weapon.THEN.
EQMODTYPE=MagicalEnhancement
.IF.TYPE= is the only condition currently supported for eqModifiers

Examples:

PRETYPE:1,Magic <tab> PRETYPE:1,Piercing,Slashing
Type must be magic and piercing or slashing

PREMULT:2,[PRETYPE:1,Magic],[PRETYPE:1,Piercing,Slashing]
This example, utilizing the PREMULT tag, accomplishes the same thing
as the example above it but as it is one statement it can be attached to a
BONUS statement.

!PRETYPE:1,Heavy
Type must NOT be Heavy

PRETYPE:EQMODTYPE="eqmodtype"
Use to test for any modifier with "eqmodtype" type.

PRETYPE:EQMOD="eqmodtype"
Use to test for a specific eqModifer.

#68578 From: "karianna03" <MartijnV@...>
Date: Fri Oct 31, 2003 1:51 am
Subject: ATTN: ALL Users and monkeys
karianna03
Send Email Send Email
 
Hi all,

It has come to my/our attention recently that some users have sent
messages to Twin Rose software that contained some fairly unpleasant
personal attacks and threats.  This was caused we beleive over a
misunderstanding on how TR was going to use PCGen data (BTW, they're
not, they're using output sheets with our blessing!).

Firstly let me say that the BoD nor myself do _not_ control or
represent you as individuals in any way, in fact as you are aware
recently we've invited you to be at your complaining best to us ;p.

However, we _humbly_ ask that that _personal attacks and threats_ are
not included whilst communicating with people in our broader
community, we are all pretty much on the same side afterall :-).

K
TM SB
On behalf of the BoD

PS:  My apologies if this comes across as a bit high handed etc.
Alot of this message stems from me, as you know I have fairly soft
paws and it grieves me when people are nasty to each other 8-(.

#68579 From: Eddy Anthony <eddyba@...>
Date: Fri Oct 31, 2003 3:47 am
Subject: [DOCS] New entry - .COPY & .CLEAR
mosat22
Send Email Send Email
 
This should wrap things up for these two entries
Submitted for review:
_________________________________________________________________________
Tag Name: <name>.COPY=<new name>

Variables Used: Text, First field of the item to be copied

What it does:
This defines what object is going to be copied.
This creates a new object with the same properties of the original object.
Tags following the .COPY line modify the new object in the same way the .MOD
tag modifies objects.
Please note that the name must match EXACTLY (case sensitive, and the
classes need the beginning CLASS: tag).
Warning! While it can be done copying a Class is not recommended, the reason
being that while the class lines are copied into a new class there remain
tags in those lines which refer to the original class by name. The effect
of this is that your new class will not inherit any class abilities that
reference the old class name, some of these include: Spellcasting, Favored
enemies and other special abilities.
Any tags that are listed are added to the list of tags already in the
object.
If only one tag is allowed (such as HD for classes, or COST in equipment)
the new tag will replace the tag in the original entry. If more than one tag
is allowed (most notably BONUS statements), then the new tag will be added
to the other tags in the object.

Examples:

Human.COPY=Aboriginee
Creates a new race called Aboriginee based on the Human race
(in a race.lst file)

Dagger.COPY=Hunting Knife
Creates a new weapon called Hunting Knife based on the Dagger weapon
(in equipment.lst file)

CLASS:Ranger.COPY=Woodsman
Creates a new class called the Woodsman based on the Ranger class
(in class.lst, see warning above)

Skill Focus.COPY=Heighten Knowledge
Creates a new feat called Heighten Knowledge based on the Skill Focus feat
(in feat.lst)
_________________________________________________________________________
Tag Name: <tag>.CLEAR.<variable>

Variables Used: Text, Last field is the item to be cleared

What it does:
This is used in conjunction with the .MOD and .COPY tags.
This tag is also useful in CLASS lines.
Tags that can have multiple items (such as TYPE) and tags that can be used
multiple times can be eliminated.

Examples:

Dagger.COPY=Hunting Knife <tab> TYPE:Exotic <tab> TYPE:.CLEAR.Simple
Creates a new weapon called Hunting Knife, adds the exotic type and then
clears the simple type from the new weapon. (in equipment.lst file)

CLASS:Ranger.MOD <tab> CSKILL:.CLEAR.Animal Empathy
Modifies the Ranger class by eliminating the Animal Empathy skill from its
class skill list (in class.lst)

CLASS:Toto
1 <tab> SA:Big Papa
2 <tab> SA:Big Mama
3 <tab> SA:.CLEAR.Big Papa <tab> SA:Very Big Papa

At level 3 .CLEAR is used to delete the SA 'Big Papa' because
it becomes redundant or unnecessary when the class gets the SA 'Very Big
Papa'

#68580 From: Jeffrey Pawlowski <orders@...>
Date: Fri Oct 31, 2003 4:42 am
Subject: [ADV] D20books Specials and Updates
d20books
Send Email Send Email
 
Here is another one of my very rare advertising posts to keep everyone up to
speed on what is going on.

The Holidays are coming fast.  Near eight weeks if I count that right.  That
leaves FIVE weeks for ordering things online if you want to make sure it
gets to the correct party by Christmas.

Every Tuesday, I'm posting a new special and adding it to my
http://www.d20books.com/holiday/ page.  These are non-D20/OGL items that
will tickle the fancy of gamers and their families.

Every Thursday, I'm posting one-shot specials showcasing a small publisher.
These specials will only piggyback on another order since the discount is
such that I make no money on the order.  I frequently buy out the
distributor on that particular book (but there are only 2-8 on the shelf at
any time).  http://groups.yahoo.com/group/d20books/

I've cleaned off the Pre-Order page and added several other new items.
http://www.d20books.com/monthly_specials.shtml

Due to popular demand, Bastion Press future releases have been added.

December 4th will be around the time that I stop guaranteeing that stuff
will get to their destinations by Christmas, so hop to!

--
Jeff Pawlowski

http://www.d20books.com
http://groups.yahoo.com/group/d20books
Proud Sponsor of PCGen, http://pcgen.sourceforge.net
EN World Community Supporter, http://www.enworld.org

Please feel free to contact me through online messenger services:
AIM and Yahoo = d20books
MSN = d20books@...

#68581 From: "dennisobrien.rm" <dennisobrien@...>
Date: Fri Oct 31, 2003 7:14 am
Subject: PCGen 5.4 Expert Problem
dennisobrien.rm
Send Email Send Email
 
For some reason while creating an Expert PCGen 5.4 is calling up the
class skill menus multiple times, both nonexclusive and exclusive
being called up repeatedly. It is calling the menus up at least twice
each, and on one occassion three times.

There is also a problem with the class recognizing skills created with
the .lst editor, they show up for selection, but not when distributing
skill points. I have not yet tried this with a class other than
Expert, having given up when the problem recurred following a deletion
of the folder and the creation of a new on.

Thanks for any help,

Dennis

#68582 From: "corwyn333" <highmage@...>
Date: Fri Oct 31, 2003 7:42 am
Subject: [BUG] Auto Feats assignment not working
corwyn333
Send Email Send Email
 
PCGEN 5.4
RSRD v30

I found when helping one of players in my game with PCGEN that Auto
feats are not correctly setting.

I got one of the CMP supplements because one of my players wanted to
try a prestige class, now I realize that the supplement is not
strictly designed for use with 3.5, but after reading through some
posts found that ammending the GAMEMODE option in the pcc from DnD to
DnD|3e|35e it was seen in 35e mode. After doing this I took his level
7 character brought it back to level 5 which is where he wanted to
gain the prestige class, and added the 2 levels of the prestige class.
All special abilities took, and auto weaponprof's took, but an auto
feat did not. It's listed in the .lst file that it should and it's a
feat listed in the rsrdfeats.lst.

Any ideas?

Steve

PS: if you want more information on this, please feel free to ask for
clarification

#68583 From: "Frugal" <frugal@...>
Date: Fri Oct 31, 2003 9:57 am
Subject: Re: [FREQ] Turns per day for domain granted powers
frugal10191
Send Email Send Email
 
<quote who="a_p_sen">
>
> Would be it possible to add something like
> DEFINE:TurnFire|0    BONUS:VAR|TurnFire|3+CHA
> to fire domain and similar construct
> to other domains that grant specific turning.
> OS sheets then should be able to show separate check
> lists for different turning types.

It would also be nice to have some way of outputing all of the variables,
and more specifically all of the variables starting with a certain string.

i.e.

|FOR,%var,0,COUNT[VAR]-1,1,1|
   |VAR.%var.NAME|
   |VAR.%var.INTVAL|
|ENDFOR|

|FOR,%turnvar,0,COUNT[VAR.STARTS=Turn]-1,1,1|
   |VAR.%turnvar.NAME|
   |VAR.%turnvar.INTVAL|
|ENDFOR|


--
regards,
Frugal
-OS Chimp

#68584 From: "ovka" <lpacdavis@...>
Date: Fri Oct 31, 2003 10:10 am
Subject: Re: PCGen 5.4 Expert Problem
ovka
Send Email Send Email
 
--- In pcgen@yahoogroups.com, "dennisobrien.rm" <dennisobrien@r...>

>There is also a problem with the class recognizing skills created
>with
>the .lst editor, they show up for selection, but not when
>distributing
>skill points. I have not yet tried this with a class other than
>Expert, having given up when the problem recurred following a
>deletion
>of the folder and the creation of a new on.

Did you try closing PCGen and reopening it?  I know there are (were?)
issues with custom .lst files not being visible until after the
program had been shut down.  The same might go for deleting and
creating folders if you did it while PCGen was running.  Just a
thought.

Cheers,

Sir George Anonymous

#68585 From: "rafeslattery" <rafe@...>
Date: Fri Oct 31, 2003 12:52 pm
Subject: Re: RSRD?
rafeslattery
Send Email Send Email
 
--- In pcgen@yahoogroups.com, "Brad Franks" <bfranks@d...> wrote:
> 3. When you open PCGen go to Preferences | Gamemodes and select
RSRD or
> SRD35 (or however its labeled)

Ok,
I must be suffering from a dose of muppetisis, but where is this
option. I have just downloaded version 5.4 from sourceforge.
Extracted it and the rsd v.30 file. Made the other 2 changes.

But I go into PCGen, Settings ->Preferences and fecked if I can find
anything to do with Gamemodes.

Where should I be looking exactly?

thanks

fluffs... and like i said, sorry in advance for the keyboard chair
interface error.

#68586 From: "Barak" <barak@...>
Date: Fri Oct 31, 2003 1:16 pm
Subject: [TM] RE: Re: RSRD?
barak20021
Send Email Send Email
 
Move up one slot on the "Settings" menu to "Campaign".  :)

We really should change that label to say "Game Mode" I think.

Barak
~PCGen BoD
~OS Silverback


> -----Original Message-----
> From: rafeslattery [mailto:rafe@...]
>
> --- In pcgen@yahoogroups.com, "Brad Franks" <bfranks@d...> wrote:
> > 3. When you open PCGen go to Preferences | Gamemodes and select
> RSRD or
> > SRD35 (or however its labeled)
>
> Ok,
> I must be suffering from a dose of muppetisis, but where is this
> option. I have just downloaded version 5.4 from sourceforge.
> Extracted it and the rsd v.30 file. Made the other 2 changes.
>
> But I go into PCGen, Settings ->Preferences and fecked if I can find
> anything to do with Gamemodes.
>
> Where should I be looking exactly?
>
> thanks
>
> fluffs... and like i said, sorry in advance for the keyboard chair
> interface error.

#68587 From: "Ricky Hunt" <rhunt9@...>
Date: Fri Oct 31, 2003 1:45 pm
Subject: [BUG] monsters with classes getting fewer skill points
rickyhunt59
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Using 5.4 with the rsrd30 with just the srd loaded.  I create a kobold rogue
level 1 and he only gets 8 skill points at first level.  This is with
default monsters turned on or off.  Shouldn't he get 4x like a PHB race?

Rick

#68588 From: Eddy Anthony <eddyba@...>
Date: Fri Oct 31, 2003 3:32 pm
Subject: [DOCS] [755282] PREWEAPONPROF allow variable number to meet req.
mosat22
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The PREWEAPONPROF tag has been expanded to work like other PRE tags.
Question: is TYPE. Limited to just martial & sword or can any weapon type be
used?
Please review
_______________________________________________________________________
Tag Name: PREWEAPONPROF:x,y,y

Variables Used (x): Number
(The number of proficiencies that must match the specified requirements).
Variables Used (y): Text (The name of a weapon proficiency).
Variables Used (y): TYPE.Text (The name of a weapon type).
Variables Used (y): DEITYWEAPON
(The favored weapon of the character's deity).

What it does:
Sets weapon proficiency requirements.

Examples:

PREWEAPONPROF:2,Kama,Katana
Character must have both "Kama" and "Katana".

PREWEAPONPROF:TYPE.Sword
Character must have proficiency with any sword type.

PREWEAPONPROF:1,TYPE.Martial,Chain (Spiked)
Character must have proficiency with either the Chain (Spiked) or any
martial weapon.

PREWEAPONPROF:DEITYWEAPON
Weapon Prof in question must be the chosen deity's favored weapon.

#68589 From: Eddy Anthony <eddyba@...>
Date: Fri Oct 31, 2003 3:42 pm
Subject: [DOCS] [784805] MOVE and MOVECLONE have the same description
mosat22
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I fail to see a problem here, the entries for MOVE and MOVECLONE seem clear
to me. Unless someone can explain what the issue with this is I'm going to
close it.

--
Eddy
PCGen Doc Gibbon

Text from tracker:
___________________________________________
Although MOVE and MOVECLONE have different syntax,
they both share the same description.  Here is a
comment from a user:

--
I'm guessing this from the second example in the docs.
Then again the docs also use the MOVE tag as the
example for MOVECLONE. Probably need a doc monkey
to clarify that section.

I think the "+" sign is implied so try

MOVECLONE:Walk,0,Fly,20

#68590 From: Eddy Anthony <eddyba@...>
Date: Fri Oct 31, 2003 4:38 pm
Subject: [DOCS] [678514] Total=xx not documented in CONTAINS tag.
mosat22
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>From what I gather Total=xx is used when .MODing a CONTAINS tag like this
example:

Longbow.MOD[tab]CONTAINS:-1|Arrow=20|Total=20
If you don't set the total, it stays at 1

Questions:
Is Total=xx only used when .MODing or can it be used in a regular CONTAINS
tag?
If so what is its function?
If not shold it be documented in the CONTAINS entry or as a special case in
the .MOD entry?

--
Eddy
PCGen Doc Gibbon

#68591 From: "Neil Thaxton" <nthaxton@...>
Date: Fri Oct 31, 2003 4:47 pm
Subject: [BUG] OpenRPG XML Export
nthaxton
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I have seen this brought up several times and havent seen any real
responce. Emily Has stated in a previous message that the current
export for OpenRPG is fixed but I beg to differ given that I have
tried three different versions of PCGen (all from the PCGen web page,
5.2, 5.3.1.2 beta and 5.4, with OpenRPG 1.5.1)

There are several problems and Please forgive me for not
sounding 'tech" but I dont know the first thing about XML

the problems seem to be in the macros that are used to send the dice
rolls into the chat window.  The format of [1d20] is comming out in
several places as [d20).  I have just tried the export sheet found in
the current build of PCGen before I started to type this post

COMBAT, SKILLS
None of the Macros work if you try to "send to chat" or even open teh
Windows and use the Send button the result is the same.

(0) Ken Ro: Skills: Balance Check: [4+1d20)
(0) Ken Ro: Skills: Climb Check: [3+1d20)
(0) Ken Ro: Skills: Craft (Leatherworking) Check: [2+1d20)
(0) Ken Ro: Skills: Escape Artist Check: [4+1d20)
(0) Ken Ro: Skills: Handle Animal Check: [-1+1d20)
(0) Ken Ro: Skills: Heal Check: [3+1d20)
(0) Ken Ro: Skills: Hide Check: [4+1d20)
(0) Ken Ro: Skills: Intuit Direction Check: [3+1d20)
(0) Ken Ro: Skills: Jump Check: [3+1d20)
(0) Ken Ro: Skills: Knowledge (Arcana) Check: [2+1d20)
(0) Ken Ro: Skills: Knowledge (Nature) Check: [2+1d20)
(0) Ken Ro: Skills: Listen Check: [4+1d20)
(0) Ken Ro: Skills: Literacy Check: [0+1d20)
(0) Ken Ro: Skills: Move Silently Check: [4+1d20)
(0) Ken Ro: Skills: Profession (Cook) Check: [4+1d20)
(0) Ken Ro: Skills: Profession (Herbalist) Check: [5+1d20)
(0) Ken Ro: Skills: Profession (Hunt) Check: [4+1d20)
(0) Ken Ro: Skills: Ride Check: [3+1d20)
(0) Ken Ro: Skills: Search Check: [1+1d20)
(0) Ken Ro: Skills: Speak Language(Elven) Check: [1+1d20)
(0) Ken Ro: Skills: Swim Check: [-6+1d20)
(0) Ken Ro: Skills: Tumble Check: [5+1d20)
(0) Ken Ro: Skills: Wilderness Lore Check: [4+1d20)
(0) Ken Ro: Skills: Wilderness Lore Check: [4+1d20)

  None of the macros seen to be workign to do the Skill Check


COMBAT,WEEAPONS. UNARMED STRIKE
the One hand does not even try to send the macro to the chat window.
all you get is "(0) Ken Ro: One Hand: " but not even the formula
showing up as it did for skills.

the flurry of blows I have had spotty results with (and i am thinking
its an OpenRPG issus but I will list anyway)

Off and on (though it might have been fixed in teh last rev of PCGen)
is/was the first lines (attack) of the skill woudl show p just like
the Unarmed Strick (One hand) while if I went to the flurry of blows
windows and selected teh 2nd attack it woudl print out and dothe dice
rolljust find.  I when I first loaded the character xml into OpenRPG
this mornto double check the problems the flurry of blows didnt work
but after a few  mins it "seemed" to work.  so I am not willing to
rule out the fact the first error I had this morn being user error,
though it wasnt my fault for PCGen 5.3 beta nor 5.2.

I have uploaded the OpenRPG export xml (th eone I made this morn) the
PCGen files (though I had to name it funkie to get it make Geocities
to take the file).  I have also loaded the export template that I
have been using.  This is the "correct" named one that Emily was
mentioning but...

Character File (remove .txt to load into PCGen)
http://www.geocities.com/nthaxton/pcgen/kenro.pcg.txt

the current Export for OpenRPG
http://www.geocities.com/nthaxton/pcgen/Ro.xml

the copy I had to manually edit to make work.
http://www.geocities.com/nthaxton/pcgen/KenRo.xml

And this is the export template that shipped with the last build of
PCGen
http://www.geocities.com/nthaxton/pcgen/csheet_dnd_OpenRPG.xml

Sorry (again) for the weird naming on the PCGen file but I currently
having issues with my ISP's FTP/Web space.

Thank you for your time and effort.

Neil

#68592 From: "makesmetired" <dawjr2003@...>
Date: Fri Oct 31, 2003 5:27 pm
Subject: [BUG] Rapid Shot
makesmetired
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Using 5.4 and the RSRD (for 3.5) Once Rapid Shot is taken as a feat
from ranger2 the base attack bonus goes to a +x/+x format in both
ranged and melee.

#68593 From: Eddy Anthony <eddyba@...>
Date: Fri Oct 31, 2003 7:33 pm
Subject: [DOCS] [798013] DEFINE TAG Doc improvement
mosat22
Send Email Send Email
 
This is a request for clarification on how PCGen handles decimals.

>From my own experience with formulas I found that after all the math is done
PCGen will return a whole number, discarding any decimal, is this right. Or
is it returning the correct answer with a decimal which is then ignored when
applied to whatever its used for. (either way it amounts to the same thing)

Is this kind of truncation going on in division during the working of any
formulas (I would guess not as this seems to be what the .TRUNC tag is for)

Speaking of .TRUNC I find the example confusing, I'm not a programmer so I'm
not familiar with the concept.
it reads:

(TL/3.TRUNC)*2
Truncation - would divide TL by 3, truncate and then multiply by 2.

This is a circular definition, my guess is that .TRUNC simply drops the
decimal in effect rounding down.
Is there any case where it rounds up?
Is there an operator to make a number round up, or round to the nearest
integer?
Is there even a need for that?

-------------------------------------
Text from tracker:
Under operators you give the example for division of
CL/2. What the docs don't say is after the division what
happens to the decimal. In long complicated formulas
that would be important.

--
Eddy
PCGen Doc Gibbon

Happy Halloween! Ook ooK!

#68594 From: "blithwyn" <blithwyn@...>
Date: Fri Oct 31, 2003 7:37 pm
Subject: Re: [BUG] OpenRPG XML Export
blithwyn
Send Email Send Email
 
I checked the skills issue in 5.3.12 and it is indeed broken.
The csheet_dnd_OpenRPG.xml itself is probably as Emily states not
broken but the exporthandler seems to be.

|FOR.0,COUNT[SKILLS],1,\SKILL.%\ Check:
[\SKILL.%.TOTAL\+1d20],        <option selected="0"
value="0">,</option>,1|
does not work as intended (nor as documented) and is probably a code
bug as far as I can tell.

The sheet can be fixed by using
|FOR,%skill,0,COUNT[SKILLS],1,1|
   <option selected="0" value="0">|SKILL.%skill| Check: [|SKILL.%
skill.TOTAL|+1d20]</option>
|ENDFOR|
or something similar instead.

But someone needs to check the code for the |FOR. syntax (as
compared to the documentation). (Too much DFOR overlap?)

Ratheof Blithwyn
LST Lemur




--- In pcgen@yahoogroups.com, "Neil Thaxton" <nthaxton@y...> wrote:
> I have seen this brought up several times and havent seen any real
> responce. Emily Has stated in a previous message that the current
> export for OpenRPG is fixed but I beg to differ given that I have
> tried three different versions of PCGen (all from the PCGen web
page,
> 5.2, 5.3.1.2 beta and 5.4, with OpenRPG 1.5.1)
>
> There are several problems and Please forgive me for not
> sounding 'tech" but I dont know the first thing about XML
>
> the problems seem to be in the macros that are used to send the
dice
> rolls into the chat window.  The format of [1d20] is comming out
in
> several places as [d20).  I have just tried the export sheet found
in
> the current build of PCGen before I started to type this post
>
> COMBAT, SKILLS
> None of the Macros work if you try to "send to chat" or even open
teh
> Windows and use the Send button the result is the same.
>
> (0) Ken Ro: Skills: Balance Check: [4+1d20)
> (0) Ken Ro: Skills: Climb Check: [3+1d20)
> (0) Ken Ro: Skills: Craft (Leatherworking) Check: [2+1d20)
> (0) Ken Ro: Skills: Escape Artist Check: [4+1d20)
> (0) Ken Ro: Skills: Handle Animal Check: [-1+1d20)
> (0) Ken Ro: Skills: Heal Check: [3+1d20)
> (0) Ken Ro: Skills: Hide Check: [4+1d20)
> (0) Ken Ro: Skills: Intuit Direction Check: [3+1d20)
> (0) Ken Ro: Skills: Jump Check: [3+1d20)
> (0) Ken Ro: Skills: Knowledge (Arcana) Check: [2+1d20)
> (0) Ken Ro: Skills: Knowledge (Nature) Check: [2+1d20)
> (0) Ken Ro: Skills: Listen Check: [4+1d20)
> (0) Ken Ro: Skills: Literacy Check: [0+1d20)
> (0) Ken Ro: Skills: Move Silently Check: [4+1d20)
> (0) Ken Ro: Skills: Profession (Cook) Check: [4+1d20)
> (0) Ken Ro: Skills: Profession (Herbalist) Check: [5+1d20)
> (0) Ken Ro: Skills: Profession (Hunt) Check: [4+1d20)
> (0) Ken Ro: Skills: Ride Check: [3+1d20)
> (0) Ken Ro: Skills: Search Check: [1+1d20)
> (0) Ken Ro: Skills: Speak Language(Elven) Check: [1+1d20)
> (0) Ken Ro: Skills: Swim Check: [-6+1d20)
> (0) Ken Ro: Skills: Tumble Check: [5+1d20)
> (0) Ken Ro: Skills: Wilderness Lore Check: [4+1d20)
> (0) Ken Ro: Skills: Wilderness Lore Check: [4+1d20)
>
>  None of the macros seen to be workign to do the Skill Check
>
>
> COMBAT,WEEAPONS. UNARMED STRIKE
> the One hand does not even try to send the macro to the chat
window.
> all you get is "(0) Ken Ro: One Hand: " but not even the formula
> showing up as it did for skills.
>
> the flurry of blows I have had spotty results with (and i am
thinking
> its an OpenRPG issus but I will list anyway)
>
> Off and on (though it might have been fixed in teh last rev of
PCGen)
> is/was the first lines (attack) of the skill woudl show p just
like
> the Unarmed Strick (One hand) while if I went to the flurry of
blows
> windows and selected teh 2nd attack it woudl print out and dothe
dice
> rolljust find.  I when I first loaded the character xml into
OpenRPG
> this mornto double check the problems the flurry of blows didnt
work
> but after a few  mins it "seemed" to work.  so I am not willing to
> rule out the fact the first error I had this morn being user
error,
> though it wasnt my fault for PCGen 5.3 beta nor 5.2.
>
> I have uploaded the OpenRPG export xml (th eone I made this morn)
the
> PCGen files (though I had to name it funkie to get it make
Geocities
> to take the file).  I have also loaded the export template that I
> have been using.  This is the "correct" named one that Emily was
> mentioning but...
>
> Character File (remove .txt to load into PCGen)
> http://www.geocities.com/nthaxton/pcgen/kenro.pcg.txt
>
> the current Export for OpenRPG
> http://www.geocities.com/nthaxton/pcgen/Ro.xml
>
> the copy I had to manually edit to make work.
> http://www.geocities.com/nthaxton/pcgen/KenRo.xml
>
> And this is the export template that shipped with the last build
of
> PCGen
> http://www.geocities.com/nthaxton/pcgen/csheet_dnd_OpenRPG.xml
>
> Sorry (again) for the weird naming on the PCGen file but I
currently
> having issues with my ISP's FTP/Web space.
>
> Thank you for your time and effort.
>
> Neil

#68595 From: "God" <cosmos3000@...>
Date: Fri Oct 31, 2003 8:24 pm
Subject: RE: [DOCS] [798013] DEFINE TAG Doc improvement
tahattmeruh
Send Email Send Email
 
> (TL/3.TRUNC)*2
> Truncation - would divide TL by 3, truncate and then multiply by 2.


Isn't ((TL/3).TRUNC)*2 the right one?
With your formula, I would say: truncate 3, divide TL by 3 multiplay by 2.

Marc

#68596 From: "Jayme Cox" <jayme@...>
Date: Fri Oct 31, 2003 8:33 pm
Subject: RE: [DOCS] [755282] PREWEAPONPROF allow variable number to meetreq.
jaymecox
Send Email Send Email
 
> The PREWEAPONPROF tag has been expanded to work like other PRE tags.
> Question: is TYPE. Limited to just martial & sword or can any
> weapon type be used?

TYPE.xyz

Where xyz must be an entry from the weaponprof.lst file. Right now that's
simple, martial or exotic.

#68597 From: Eddy Anthony <eddyba@...>
Date: Fri Oct 31, 2003 8:48 pm
Subject: Re: [DOCS] [755282] PREWEAPONPROF allow variable number to meetreq.
mosat22
Send Email Send Email
 
Noted, I should know that by now huh.
--
Eddy
PCGen Doc Gibbon


Jayme Cox  wrote:

>> The PREWEAPONPROF tag has been expanded to work like other PRE tags.
>> Question: is TYPE. Limited to just martial & sword or can any
>> weapon type be used?
>
> TYPE.xyz
>
> Where xyz must be an entry from the weaponprof.lst file. Right now that's
> simple, martial or exotic.
>

#68598 From: "James Dempsey" <jdempsey@...>
Date: Fri Oct 31, 2003 9:18 pm
Subject: Re: [TM] RE: Re: RSRD?
james_dempse...
Send Email Send Email
 
Hi,

It's an interesting question. It does both Game Mode and Campaign. As you
can have a campaign shown on the menu if you want to make it easier to
select.

e.g. On my screen, I have:

Campaign
- 3.5
-- Standard
-- Living Greyhawk (3.5)
-3.0
-- Standard
-- Living Greyhawk (3.0)
-- Vic's Game
-Modern

So I can switch between campaigns easily and apply all options associated
with those campaigns.

Cheers,
-------------------------------------------
James Dempsey
JDempsey@...
PCGEN Code Monkey


----- Original Message -----
From: "Barak" <barak@...>
To: <pcgen@yahoogroups.com>
Sent: Saturday, November 01, 2003 12:16 AM
Subject: [TM] RE: [pcgen] Re: RSRD?


> Move up one slot on the "Settings" menu to "Campaign".  :)
>
> We really should change that label to say "Game Mode" I think.
>
> Barak
> ~PCGen BoD
> ~OS Silverback

#68599 From: "Josue Silverio" <thaldorf@...>
Date: Fri Oct 31, 2003 9:57 pm
Subject: [BUG] Auto Feats assignment not working
thaldorf
Send Email Send Email
 
Steve,

In my case I fixed the problem using (modifying the
rsrdclassesbase.lst of course) FEATAUTO instead of AUTOFEAT or VFEAT,
none of the above seems to work until I used FEATAUTO.

Of course maybe this cause another problem, but is a bypass meanwhile
our glorious monkies findout what is wrong.

Josue
aka Thaldorf





PCGEN 5.4
RSRD v30

I found when helping one of players in my game with PCGEN that Auto
feats are not correctly setting.

I got one of the CMP supplements because one of my players wanted to
try a prestige class, now I realize that the supplement is not
strictly designed for use with 3.5, but after reading through some
posts found that ammending the GAMEMODE option in the pcc from DnD to
DnD|3e|35e it was seen in 35e mode. After doing this I took his level
7 character brought it back to level 5 which is where he wanted to
gain the prestige class, and added the 2 levels of the prestige class.
All special abilities took, and auto weaponprof's took, but an auto
feat did not. It's listed in the .lst file that it should and it's a
feat listed in the rsrdfeats.lst.

Any ideas?

Steve

PS: if you want more information on this, please feel free to ask for
clarification

#68600 From: pcgen@yahoogroups.com
Date: Fri Oct 31, 2003 10:20 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/Inwork Projects/RSRD/New uploads for
RSRD/rsrdclassesbase-v30.txt
   Uploaded by : jaymecox <jayme@...>
   Description : Added BONUS:CASTERLEVEL|Ranger/CL/2 and
BONUS:CASTERLEVEL|Paladin|CL/2

You can access this file at the URL

http://groups.yahoo.com/group/pcgen/files/Campaign%2BCentral/Inwork%20Projects/R\
SRD/New%20uploads%20for%20RSRD/rsrdclassesbase-v30.txt

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

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

Regards,

jaymecox <jayme@...>

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