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Messages 68601 - 68630 of 110581   Oldest  |  < Older  |  Newer >  |  Newest
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#68601 From: "Chuck Pint" <pcgen@...>
Date: Sat Nov 1, 2003 1:24 pm
Subject: [FREQ] Racial and class followers for deities
chuckpint
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Maybe I'm missing it, but there still does not seem to be any tracker
associated with fixing this problem. The problem is that there are
quite a few deities that are worshiped by race. For example Moradin
is the god of the Dwarves. While Moradin is LG, and his clerics must
be LG, NG, LN dwarf, his followers can be any alignment as long as
they are a Dwarf. Also note that there is nothing in PCGen to stop an
Elven LN cleric from choosing Moradin. The PHB is quite clear that
for racial deities, only clerics of that race are allowed.  However,
setting the racial follower with the lst editor does not work. If you
set the RACE tag to Dwarf, then a dwarf character still cannot select
Moradin, unless the alignment is LG, NG, or LN. The PANTHEON tag does
not seem to matter either. Also I can find no documentation on the
RACE tag for the deities. Is it even implemented? Also there does not
seem to be a way for a class to have access to a deity. A CG Wizard
it would seem could worship Boccob, PCGen does not allow it.

The only fix for this is ugly. That's to allow any alignment to
worship, and to just make sure the player doesn't pick a deity that
does not allow that race or class. Seems to defeat the whole point of
having PCGen set the allowable deities.

Chuck Pint

#68602 From: "ovka" <lpacdavis@...>
Date: Sat Nov 1, 2003 1:26 pm
Subject: Re: New file uploaded to pcgen
ovka
Send Email Send Email
 
--- In pcgen@yahoogroups.com, pcgen@yahoogroups.com wrote:
>File        : /Campaign+Central/Inwork Projects/RSRD/New uploads for
>RSRD/rsrdclassesbase-v30.txt
>Uploaded by : jaymecox <jayme@r...>
>Description : Added BONUS:CASTERLEVEL|Ranger/CL/2 and
>BONUS:CASTERLEVEL|Paladin|CL/2

Does this file include the updates that are in file
rsrdclassesbase_updated.lst that was posted on 10/29?

Cheers,

Sir George Anonymous

#68603 From: "Tir Gwaith" <thoron-tir-gwaith@...>
Date: Sat Nov 1, 2003 1:30 pm
Subject: Re: [DOCS] [755282] PREWEAPONPROF allow variable numberto meetreq.
tir_gwaith
Send Email Send Email
 
> Noted, I should know that by now huh.
> --
> Eddy
> PCGen Doc Gibbon

I'll throw a monkey wrench in this:  there is a plan to expand that to TYPEs
such as Sword, Bow, Crossbow, etc, so the BONUS:WEAPONPROF= stuff can gain
more functionality.  As of right now, it is only the WEAPONCATEGORY in the
official files...

Tir Gwaith
PCGen Data SB and BoD

#68604 From: Eddy Anthony <eddyba@...>
Date: Sat Nov 1, 2003 4:53 pm
Subject: Re: [DOCS] [755282] PREWEAPONPROF allow variable number to meet req.
mosat22
Send Email Send Email
 
> I'll throw a monkey wrench in this:  there is a plan to expand that to TYPEs
> such as Sword, Bow, Crossbow, etc, so the BONUS:WEAPONPROF= stuff can gain
> more functionality.  As of right now, it is only the WEAPONCATEGORY in the
> official files...
>
> Tir Gwaith
> PCGen Data SB and BoD
>

Someone did mention this plan to me and I knew that it was not implemented
yet. I'd like to ask for future reference: is the plan to add these types
into the weaponprofs file or to allow the WEAPONPROF tags to use weapon type
as well as weaponprof types? Seems allowing weapon types would be most
useful.

Whenever it is done updating the docs will not be difficult.

-Eddy Anthony
-PCGen Doc Gibbon

PS. I do not see any reference to WEAPONCATEGORY in the docs. Is this a tag
that needs documenting?

#68605 From: "dlm1065" <dlm1065@...>
Date: Sat Nov 1, 2003 10:31 pm
Subject: Re: [DOCS] [828011] PRExxx errors
dlm1065
Send Email Send Email
 
--- In pcgen@yahoogroups.com, Eric Beaudoin <beaudoer@v...> wrote:
At 17:10 2003.10.29, Eddy Anthony wrote:
Eddy:Ahh, clarity
Eddy:The issue here is that pipe characters can be used on stand
alone PRETYPE
Eddy:statements that prereq a whole line but when attached to BONUS
tags a pipe
Eddy:will not work
Eddy:Once more for review:
Eddy:________________________________________________________________
____
Eddy:Tag Name: PRETYPE:x,x|x
Eddy:
Eddy:Variables Used (x): Alpha (A type name).
Eddy:Variables Used (x): EQMODTYPE (A type name for an eqmod).
Eddy:Variables Used (x): EQMODA (name for a specific eqmod).
Eddy:
Eddy:What it does:
Eddy:
Eddy:Make specific TYPES or EQMODs a prerequisite.
Eddy:use a comma (,) delimiter to indicate AND
Eddy:use a pipe (|) delimiter to indicate OR. Note: If you use this
tag at the
Eddy:end of a BONUS tag you cannot use the pipe (|) character.
Eddy:Use the PREMULT tag in conjunction with this tag in that
situation.
Eddy:you can use conditionals - e.g.
PRETYPE:.IF.TYPE=Armor.Shield.Weapon.THEN.
Eddy:EQMODTYPE=MagicalEnhancement
Eddy:.IF.TYPE= is the only condition currently supported for
eqModifiers

Eric:
Eric:If PRETYPE was code like this, it is an error. The "|" should
never ever be
Eric:used with PRExxx tags. Also, the correct syntax for PRExxx tags
should always be
Eric:
Eric:PRExxx:<number>,<case>,<case>
Eric:
Eric:Where <number> specify how many of the cases must be true.
Eric:
Eric:So if you want to do a "or", you do
Eric:
Eric:PRETYPE:1,type1,type2
Eric:
Eric:If you want to do a "and", you do
Eric:
Eric:PRETYPE:2,type1,type2
Eric:
Eric:Yea, that's not the clearer/easier/<instert adjectif here>
syntax but it is the
Eric:syntax used for nearly all the of PRExx tags and it should NOT
be changed one tag
Eric:at a time. There is a need for a big reengeenring of the PRE
tags and it will
Eric:happen. Until then, we have to keep the existing standards.

Actually it is possible to or a PRETYPE without using the .IF. and I
actually think it is
slightly more readable too. You simply use the PREMULT TAG.

PREMULT:1,[PRETYPE:type1],[PRETYPE:type2],[PRETYPE:type3,type4]

so the condition is met is it is type1 or type2, or type3 and type4.

#68606 From: "dlm1065" <dlm1065@...>
Date: Sat Nov 1, 2003 11:40 pm
Subject: Re: [DOCS] [828011] PRExxx errors
dlm1065
Send Email Send Email
 
Tir assigned me the eqmod and equipment syntax. Eqmod is having some
chnges applied please wait to update this. Email me of list for more
detail. One thing that will be going from all syntax is the .IF.
this is old and obsolete and is extremely confusing to people. At
some time in the furture we are hoping to drop it entirely.

dlm1065@...
lst chimp


--- In pcgen@yahoogroups.com, Eddy Anthony <eddyba@m...> wrote:
> 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.

#68607 From: "Paul M. Lambert" <plambert@...>
Date: Sun Nov 2, 2003 9:09 am
Subject: rpg.plambert.net autobuilds failing...
plambert
Send Email Send Email
 
the rpg.plambert.net autobuilds are failing.

this is a result of new code (gmgen, i believe, but don't trust me on
that) that requires java 1.4.x.

i've installed a beta of java 1.4.1 for freebsd on rpg.plambert.net,
but who knows yet if it works.  it's late, and i'm not gonna futz with
it anymore tonight.

hopefully tomorrow, i can try a build with the 1.4.1 JDK and see if it
goes.  if it does, i'll update the automated scripts to use 1.4.1, but
i'll need people to make sure that it still works.

i'm especially interested in knowing if the 1.4.1 compiled pcgen will
run on a 1.3.x java environment without problems.

thanks for your patience!

--plambert

#68608 From: "baronh2003" <jmlseti@...>
Date: Sun Nov 2, 2003 11:39 am
Subject: Output sheet troubles
baronh2003
Send Email Send Email
 
Hello there !
I recently translate the SRD in french. But there is a trouble with
the output sheets.
The french signs like 'à', 'é', 'ç', etc.. seems not handled (many
odds signs replace them).
I currently use PCGen 5.4 and Java 1.4, on Win98SE and download all
the lib files at sourceforge.
What can i do ? i need help !
Thanks !

#68609 From: "Bryan" <zulithe@...>
Date: Sun Nov 2, 2003 1:40 pm
Subject: Re: rpg.plambert.net autobuilds failing...
Zulithe
Send Email Send Email
 
YAY finally moving to java 1.4!!!

Good luck getting it working right, i'm ready and willing to test as
soon as the builds appear

--- In pcgen@yahoogroups.com, "Paul M. Lambert" <plambert@p...> wrote:
> the rpg.plambert.net autobuilds are failing.
>
> this is a result of new code (gmgen, i believe, but don't trust me
on
> that) that requires java 1.4.x.
>
> i've installed a beta of java 1.4.1 for freebsd on
rpg.plambert.net,
> but who knows yet if it works.  it's late, and i'm not gonna futz
with
> it anymore tonight.
>
> hopefully tomorrow, i can try a build with the 1.4.1 JDK and see if
it
> goes.  if it does, i'll update the automated scripts to use 1.4.1,
but
> i'll need people to make sure that it still works.
>
> i'm especially interested in knowing if the 1.4.1 compiled pcgen
will
> run on a 1.3.x java environment without problems.
>
> thanks for your patience!
>
> --plambert

#68610 From: "Stephan Dohmen" <sdohmen1@...>
Date: Sun Nov 2, 2003 1:59 pm
Subject: Re: Version 5.4. problem PsyWarrior
bromleylaerc...
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Hi Bryan,
yes I beleive you re right that double-loading is the cause of the
problem. But I did not encounter this problem with a version of
pcgen prior to 5.4. and I did no changes on my sources after
installing 5.4. I tried the character with unmodifies 5.3.4 version
and it works without a problem.

I ve checked my pcc file and it clearly states:

LSTEXCLUDE:srdclassesbase.lst|srdracesphb.lst|srddeities.lst|srddomai
ns.lst|srdspells.lst|srdlanguages.lst|srdweapprofs.lst|srdequipweapme
lee.lst|srdeqipweapranged.lst|srdclassespsionic.lst

In mycampaingclasses.lst there is a Psychic Warrior class but the
original one should be excluded as shown above. So why is there
double-loading?

Maybe 5.4. handles RANK:1 different than older versions? Both SRD
and mycampaign is RANK:1.


--- In pcgen@yahoogroups.com, "merton_monk" <merton_monk@y...> wrote:
> Is it possible that you're double-loading data?  Try installing
PCGen
> in a clean directory and recreate your character. Notice that the
> attack bonus of 4*2 + 2 = 10 (doubling the BAB of 4), which is why
I
> suspect you're double-loading data.
>
> -Bryan
>
> --- In pcgen@yahoogroups.com, "Stephan Dohmen" <sdohmen1@t...>
wrote:
> > Strange things happen.
> > To me it seems that pcgen calculates terribly wrong. Please
verify:
> >
> > Create a lvl 4 psychic warrior with the following stats: Str 16,
> Dex
> > 19, Con 14, Int 12, Wis 16, Cha 8
> >
> > My pcgen comes up with the following calculations:
> >
> > BAB +6 (instead of +3)
> > PowerPoints 10 (instead of 5 as of PsiHB; note that PsyWar
doesn´t
> > get bonus PP)
> >
> > The output sheet (I use "combined") makes it even worse:
> >
> > With the above BAB it calculates Bas Att Bonus of +6/+1 (2
attacks
> > with level 4???).
> >
> > Save are Fort +10, Ref +6, Will +5 (completly wrong as they
should
> > be - base + mods: F 4+2=6, R 1+4=5, W 1+4=4)
> >
> > What is the story here?

#68611 From: "God" <cosmos3000@...>
Date: Sun Nov 2, 2003 4:38 pm
Subject: Output of Weight/Load Wrong?
tahattmeruh
Send Email Send Email
 
I entered a character in PCGen 5.4.
The equipment has a total weight of 76.6

The output sheet tells me:
Light 76.0
Medium 153.0
Heavy 230.0

So the character should be medium load, but
he is light load. Is there something wrong?

Marc

#68612 From: "Barak" <barak@...>
Date: Sun Nov 2, 2003 5:12 pm
Subject: RE: Output of Weight/Load Wrong?
barak20021
Send Email Send Email
 
Did you equip all of it as carried or equipped?

There is also the possibility that PCGen is rounding down... Try adding
a small item to bump the weight to 77 and see what happens.

Barak
~PCGen BoD
~OS Silverback


> -----Original Message-----
> From: God [mailto:cosmos3000@...]
>
> I entered a character in PCGen 5.4.
> The equipment has a total weight of 76.6
>
> The output sheet tells me:
> Light 76.0
> Medium 153.0
> Heavy 230.0
>
> So the character should be medium load, but
> he is light load. Is there something wrong?
>
> Marc

#68613 From: "Stephan Dohmen" <sdohmen1@...>
Date: Sun Nov 2, 2003 7:44 pm
Subject: [BUG] LSTEXCLUDE does not work in 5.4.
bromleylaerc...
Send Email Send Email
 
(after doing some more testings I am sure)

LSTEXCLUDE does not what it shoudl do in 5.4.

PCGEN does ignore this tag in .pcc files which results in double-
loading (and double calculating) sources.

You can test with my Dark Sun campaign (under files/). The
campaing .pcc will load dsclasses.lst that uses modified versions of
core classes but with the original class names (e.g. Psychic
Warrior). The .pcc should exclude the core lists - and this it was
it does in previous versions - but this is not what happens.

#68614 From: "joxturthemighty" <joxtur@...>
Date: Sun Nov 2, 2003 8:01 pm
Subject: Re: Output sheet troubles
joxturthemighty
Send Email Send Email
 
I'm not on the PCGen team, but I've a bit of experience with Java,
Xalan, and character encodings.

Since the data files for PCGen are getting transformed by XSLT, you
need to encode all accented characters.  There are two ways to try,
and I'm not sure which will work better for you.

Example:
an a grave (à) can be encoded as either à or à
the first is an HTML entity reference, the second is the same
encoding, but of the decimal number (a search for an ASCII table
should get you the mappings, or use the ASCII Table option in
UltraEdit).

If the first doesn't work, you're going to need to map it all in
decimal format.  That's what we have to do where I work to get around
Xalan.

-Joxtur

--- In pcgen@yahoogroups.com, "baronh2003" <jmlseti@f...> wrote:
> Hello there !
> I recently translate the SRD in french. But there is a trouble with
> the output sheets.
> The french signs like 'à', 'é', 'ç', etc.. seems not
handled (many
> odds signs replace them).
> I currently use PCGen 5.4 and Java 1.4, on Win98SE and download all
> the lib files at sourceforge.
> What can i do ? i need help !
> Thanks !

#68615 From: "hharden71" <hharden71@...>
Date: Sun Nov 2, 2003 8:03 pm
Subject: Need some help with a custom template
hharden71
Send Email Send Email
 
I am going to be sending my party on Kambranex's Machinations
(Dungeon #91). It includes the "Half-Machine" template.
I was wondering if anyone had already plugged in that template and
would be willing to share it with me, or might be willing to help me
with the coding necessary to enter in into my system. It looks fairly
complex with choosers and level based adjustments, plus some strange
permutations.

I haven't done much coding within PcGen and am not familliar with all
that it can/can't do.

Thanks in advance

Henry

PS My email address is:  hharden71@...

#68616 From: "Tir Gwaith" <thoron-tir-gwaith@...>
Date: Sun Nov 2, 2003 9:34 pm
Subject: Re: Need some help with a custom template
tir_gwaith
Send Email Send Email
 
I remember looking at that one back when I received Dungeon Magazine....
Took a look at it and went "There is something to strive for in abilities to
do stuff in PCGen."  A lot of it we weren't able to do at the time it came
out.  I'm not sure how many of those issues we have resolved since then.
Not all of them, that is for sure.

And the 'Gains one of the following abilities every X levels OR HD' (don't
recall the number atm)  with no regard to order of which the creature gets
it means a LOT of hidden subtemplates, so it will be messy even when it
works.

As the Dungeon magazines are Closed content, sharing files among people
isn't allowed under copyright rules.  You might try contacting Wizards or
CMP as to when they will have the Dungeon datasets available.

Tir Gwaith
PCGen Data SB and BoD


> I am going to be sending my party on Kambranex's Machinations
> (Dungeon #91). It includes the "Half-Machine" template.
> I was wondering if anyone had already plugged in that template and
> would be willing to share it with me, or might be willing to help me
> with the coding necessary to enter in into my system. It looks fairly
> complex with choosers and level based adjustments, plus some strange
> permutations.

#68617 From: "Tir Gwaith" <thoron-tir-gwaith@...>
Date: Sun Nov 2, 2003 9:40 pm
Subject: Re: [RSRD] [Andargor] Question about Aasimar
tir_gwaith
Send Email Send Email
 
> At 04:30 AM 10/28/2003 +0000, dlm1065 wrote:
> >Check your Default Monster setting in the preferences.
>
>          OK, I've now tried to do this with "Default Monsters" on AND
> off.  The result is essentially the same, with the following issues
> regarding the Aasimar:
>
>          Alignment listed as "LG, LN, LE" - should be "LG, NG, CG".  The
> RSRD lists this as "Usually Good (any)"

Actually, that means it should not have ANY PREALIGN on it.....  We only put
PREALIGNs on the ALWAYS.....
Always Good (Any) would mean LG, NG, CG.  Always Lawful (Any) would mean LG,
LN, LE...

Andargor, is that something simple for the script?

>          "Stat Adj" listed as "STR: 2 CON: 2" - should be "WIS: 2 CHA:
> 2".  Checking the LST file, it gets +2 STR and +2 CON flat, and +1 to STR,
> DEX and WIS based on the "Default Monster" setting.  As a side point, even
> when "Default Monsters" is OFF, this is shown as +3 STR, +1 DEX, +2 CON
and
> +1 WIS under "Racial Adj.", AND -1 STR, -1 DEX and -1 WIS under "Other
> Adj."  Personally, I find this to be a little confusing.  Is there a
> particular reason why the "Default Monster" stat points are added all the
> time, and then adjusted back down if the setting is OFF?

That shouldn't be happening.....  Probably a code issue.

>          I suspect that the confusion in stats comes from the following
> line in the RSRD:
>          "The aasimar warrior presented here had the following ability
> scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9,
> Cha 8."
>          This is the "non-elite array", and would result in a final stat
> line of "Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10" as shown in the
> example monster.

Ok, since I don't think things like that are in the XML the script is using,
we'll have to come back to those when the script is done.

Tir Gwaith
PCGen Data SB and BoD

#68618 From: "Paul M. Lambert" <plambert@...>
Date: Sun Nov 2, 2003 11:54 pm
Subject: Re: Re: rpg.plambert.net autobuilds failing...
plambert
Send Email Send Email
 
On Sun, 02 Nov 2003, Bryan wrote:

> YAY finally moving to java 1.4!!!
>
> Good luck getting it working right, i'm ready and willing to test as
> soon as the builds appear
>

Bring it on!

It has successfully compiled.  Someone see if it actually runs, no?

I don't have time to actually test it before I have to run.

The autobuilds are currently off; if I get a confirmation from someone
that it actually runs, I'll turn them back on.

There are two changes: one, I had to move to the FreeBSD beta 4 JDK1.4.1
as I mentioned before, and two, I had to put the jdom.jar file from
www.jdom.org into libs/

I'll try to add that lib file to the downloads on rpg.plambert.net at
some point, too.  But I've not looked at the license yet to verify that
I am allowed.

--plambert

#68619 From: "Martijn Verburg (DSLWN)" <MartijnV@...>
Date: Mon Nov 3, 2003 12:01 am
Subject: RE: [TM] RE: Re: RSRD?
karianna03
Send Email Send Email
 
Hi James,



Are you suggesting then a label called Campaign/Gamemode or something?



K

TM SB



-----Original Message-----
From: James Dempsey [mailto:jdempsey@...]
Sent: Saturday, 1 November 2003 10:18 a.m.
To: pcgen@yahoogroups.com
Subject: Re: [TM] RE: [pcgen] Re: RSRD?



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




[Non-text portions of this message have been removed]

#68620 From: "Martijn Verburg (DSLWN)" <MartijnV@...>
Date: Mon Nov 3, 2003 12:02 am
Subject: [EMILY] RE: Re: [BUG] OpenRPG XML Export
karianna03
Send Email Send Email
 
Bounce.



K

TM SB



-----Original Message-----
From: blithwyn [mailto:blithwyn@...]
Sent: Saturday, 1 November 2003 8:38 a.m.
To: pcgen@yahoogroups.com
Subject: [pcgen] Re: [BUG] OpenRPG XML Export



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
<http://www.geocities.com/nthaxton/pcgen/kenro.pcg.txt>
>
> the current Export for OpenRPG
> http://www.geocities.com/nthaxton/pcgen/Ro.xml
<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
<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
<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




[Non-text portions of this message have been removed]

#68621 From: "Martijn Verburg (DSLWN)" <MartijnV@...>
Date: Mon Nov 3, 2003 12:03 am
Subject: RE: [FREQ] Racial and class followers for deities
karianna03
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Existing freq





<http://sourceforge.net/tracker/?func=detail&aid=565576&group_id=25576&atid=
384722> 565576

Choosing dieities for non divine PCs



K

TM SB

-----Original Message-----
From: Chuck Pint [mailto:pcgen@...]
Sent: Sunday, 2 November 2003 2:25 a.m.
To: pcgen@yahoogroups.com
Subject: [pcgen] [FREQ] Racial and class followers for deities



Maybe I'm missing it, but there still does not seem to be any tracker
associated with fixing this problem. The problem is that there are
quite a few deities that are worshiped by race. For example Moradin
is the god of the Dwarves. While Moradin is LG, and his clerics must
be LG, NG, LN dwarf, his followers can be any alignment as long as
they are a Dwarf. Also note that there is nothing in PCGen to stop an
Elven LN cleric from choosing Moradin. The PHB is quite clear that
for racial deities, only clerics of that race are allowed.  However,
setting the racial follower with the lst editor does not work. If you
set the RACE tag to Dwarf, then a dwarf character still cannot select
Moradin, unless the alignment is LG, NG, or LN. The PANTHEON tag does
not seem to matter either. Also I can find no documentation on the
RACE tag for the deities. Is it even implemented? Also there does not
seem to be a way for a class to have access to a deity. A CG Wizard
it would seem could worship Boccob, PCGen does not allow it.

The only fix for this is ugly. That's to allow any alignment to
worship, and to just make sure the player doesn't pick a deity that
does not allow that race or class. Seems to defeat the whole point of
having PCGen set the allowable deities.

Chuck Pint




[Non-text portions of this message have been removed]

#68622 From: "Ross M. Lodge" <ross.lodge@...>
Date: Mon Nov 3, 2003 12:23 am
Subject: RE: Re: rpg.plambert.net autobuilds failing...
summa42
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No extensive testing here, but it runs under my JDK 1.4.1_01 . . .

Ross

-----Original Message-----
From: Paul M. Lambert [mailto:plambert@...]
Sent: Sunday, November 02, 2003 3:55 PM
To: pcgen@yahoogroups.com
Subject: Re: [pcgen] Re: rpg.plambert.net autobuilds failing...


On Sun, 02 Nov 2003, Bryan wrote:

> YAY finally moving to java 1.4!!!
>
> Good luck getting it working right, i'm ready and willing to test as
> soon as the builds appear
>

Bring it on!

It has successfully compiled.  Someone see if it actually runs, no?

I don't have time to actually test it before I have to run.

The autobuilds are currently off; if I get a confirmation from someone
that it actually runs, I'll turn them back on.

There are two changes: one, I had to move to the FreeBSD beta 4 JDK1.4.1
as I mentioned before, and two, I had to put the jdom.jar file from
www.jdom.org into libs/

I'll try to add that lib file to the downloads on rpg.plambert.net at
some point, too.  But I've not looked at the license yet to verify that
I am allowed.

--plambert



PCGen's release site: http://pcgen.sourceforge.net
PCGen's alpha build: http://rpg.plambert.net/pcgen
PCGen's FAQ:
http://rpg.plambert.net/pcgen/current/_docs/
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#68623 From: Devon Jones <soulcatcher@...>
Date: Mon Nov 3, 2003 12:36 am
Subject: Re: Re: rpg.plambert.net autobuilds failing...
hunterd_us
Send Email Send Email
 
Paul M. Lambert wrote:

>On Sun, 02 Nov 2003, Bryan wrote:
>
>
>Bring it on!
>
>It has successfully compiled.  Someone see if it actually runs, no?
>
>I don't have time to actually test it before I have to run.
>
>The autobuilds are currently off; if I get a confirmation from someone
>that it actually runs, I'll turn them back on.
>
ok, Tested on a winXP pc. PCGen works. GMGen does not - you need to ship
it with the 'plugins' folder.  this has some jars that were built in the
process, as well as some needed data files.

>There are two changes: one, I had to move to the FreeBSD beta 4 JDK1.4.1
>as I mentioned before, and two, I had to put the jdom.jar file from
>www.jdom.org into libs/
>
>I'll try to add that lib file to the downloads on rpg.plambert.net at
>some point, too.  But I've not looked at the license yet to verify that
>I am allowed.
>
>--plambert
>
JDOM is licensed under the Apache license, with the acknowledgement
portion removed.  It is a GPL compatable license.

Devon

#68624 From: Anestis Kozakis <kenosti@...>
Date: Mon Nov 3, 2003 12:35 am
Subject: Re: Re: rpg.plambert.net autobuilds failing...
xeno_h
Send Email Send Email
 
At 15:54 -0800 2003/11/02, Paul M. Lambert wrote:
>On Sun, 02 Nov 2003, Bryan wrote:
>
>>  YAY finally moving to java 1.4!!!
>>
>>  Good luck getting it working right, i'm ready and willing to test as
>>  soon as the builds appear
>>
>
>Bring it on!
>
>It has successfully compiled.  Someone see if it actually runs, no?
>
>I don't have time to actually test it before I have to run.
>
>The autobuilds are currently off; if I get a confirmation from someone
>that it actually runs, I'll turn them back on.
>
>There are two changes: one, I had to move to the FreeBSD beta 4 JDK1.4.1
>as I mentioned before, and two, I had to put the jdom.jar file from
>www.jdom.org into libs/
>
>I'll try to add that lib file to the downloads on rpg.plambert.net at
>some point, too.  But I've not looked at the license yet to verify that
>I am allowed.

Ran fine and loaded a PCG fine.

Running on a Mac Powerbook with OS 10.2.8 (fully updated).

[kenosti%] java -version
java version "1.4.1_01"
Java(TM) 2 Runtime Environment, Standard Edition (build 1.4.1_01-69.1)
Java HotSpot(TM) Client VM (build 1.4.1_01-24, mixed mode)

>--plambert

Anestis.
--
kenosti@...
"No brilliance is needed in the law.  Nothing but common sense,
   and relatively clean fingernails".
  From "A Voyage Round My Father", by John Mortimer.

#68625 From: "dlm1065" <dlm1065@...>
Date: Mon Nov 3, 2003 1:29 am
Subject: [RSRD] ver 31 out
dlm1065
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Races per Andargor
- rsrdracesdragon.lst renamed to rsrdracesdragons.lst, change
rsrd.pcc
- PREALIGN alignment codes fixed
- Only entries specifying "Always" in the RSRD are given a PREALIGN
tag
- Some natural attack types fixed (more may be forthcoming)
- Sorting order changed to sort by monster sizes (e.g. Elementals)
- Added special natural attack weapon types as defined in GameModes

part of barbarian rage in class has been moved to the feat as it
needed to be there if another class used the rage

#68626 From: pcgen@yahoogroups.com
Date: Mon Nov 3, 2003 2:21 am
Subject: New file uploaded to pcgen
pcgen@yahoogroups.com
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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/dmg.pcc
   Uploaded by : corwyn333 <highmage@...>
   Description : Found a problem in this file regarding rsrdraces_Dragons.lst,
the correct file is rsrdracesdragons.lst, this contains the correction. (From
rsrd_v30.zip and rsrd_31.zip)

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/dmg.pcc

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

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

Regards,

corwyn333 <highmage@...>

#68627 From: pcgen@yahoogroups.com
Date: Mon Nov 3, 2003 2:27 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/Inwork Projects/RSRD/New uploads for
RSRD/psionicshandbook.pcc
   Uploaded by : corwyn333 <highmage@...>
   Description : Found several file references causing file load errors from this
file, I made the corrections and everything is working correctly now. The errors
were generated by incorrect references to files in the srd folder, corrected the
file name references for srdweapprofspsionic.lst, srdtemplatestypes.lst, and
srdclassescreaturetypes.lst. (this is seems to be a typo in rsrd_v30.zip and
rsrd_31.zip).

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/psionicshandbook.pcc

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

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

Regards,

corwyn333 <highmage@...>

#68628 From: "Martijn Verburg (DSLWN)" <MartijnV@...>
Date: Mon Nov 3, 2003 2:40 am
Subject: RE: [BUG] LSTEXCLUDE does not work in 5.4.
karianna03
Send Email Send Email
 
Tracker made.



K

TM SB



-----Original Message-----
From: Stephan Dohmen [mailto:sdohmen1@...]
Sent: Monday, 3 November 2003 8:44 a.m.
To: pcgen@yahoogroups.com
Subject: [pcgen] [BUG] LSTEXCLUDE does not work in 5.4.



(after doing some more testings I am sure)

LSTEXCLUDE does not what it shoudl do in 5.4.

PCGEN does ignore this tag in .pcc files which results in double-
loading (and double calculating) sources.

You can test with my Dark Sun campaign (under files/). The
campaing .pcc will load dsclasses.lst that uses modified versions of
core classes but with the original class names (e.g. Psychic
Warrior). The .pcc should exclude the core lists - and this it was
it does in previous versions - but this is not what happens.




[Non-text portions of this message have been removed]

#68629 From: "dlm1065" <dlm1065@...>
Date: Mon Nov 3, 2003 5:41 am
Subject: [rsrd] 32 new filenaming convention test
dlm1065
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We are looking at a slight change in the file naming convention to
see if it adds to readability give us your opinion.

#68630 From: "andargor" <andargor@...>
Date: Mon Nov 3, 2003 5:49 am
Subject: Re: [RSRD] [Andargor] Question about Aasimar
andargor
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> Actually, that means it should not have ANY PREALIGN on it.....  We
only put
> PREALIGNs on the ALWAYS.....
> Always Good (Any) would mean LG, NG, CG.  Always Lawful (Any) would
mean LG,
> LN, LE...
>
> Andargor, is that something simple for the script?
>

As far as I know, that's already been fixed in the 10/29 release.
Aasimar is listed as having "Usually good" alignment, so there is no
PREALIGN for it.

> >          This is the "non-elite array", and would result in a
final stat
> > line of "Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10" as shown
in the
> > example monster.
>
> Ok, since I don't think things like that are in the XML the script
is using,
> we'll have to come back to those when the script is done.
>
> Tir Gwaith
> PCGen Data SB and BoD

Yeah, I agree this kind of thing should come into manual edits, when
we get there. It's not easy to parse for...

It's good that it's noted, however.

I'm having trouble following all the bug reports, could this be put in
the bug tracker? Or have a separate directory in files for monsters?

Andargor

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