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#73180 From: notmousse@...
Date: Sun Feb 1, 2004 3:27 am
Subject: Re: move on, nothing to see here
notyetmousse
Send Email Send Email
 
bblackmoor sez...

'I used to drive a 1967 Mustang.'

You're missing a sense of degree.  This car was likely 20+ years old (if not
30+) when you got it (or at least by the time you got rid of it).  DnD 3e on
the other hand is roughly 3.5 years old.

One stopped being made a few decades ago, the other a few years ago.

'The point is that I knew that I would have those kinds of problems when I
chose those cars, and I chose them anyway because that's what I wanted to do.
That's the trade-off I make when I opt for an obsolete car/OS/game
system/whatever.'

I'm not sure about you, but I, and thousands of others bought the 3e games
within the first year (in fact during their introductory period).  This was not
even half a decade ago.  This was when the plans for a revision were set for
sometime in our future instead of last year.

'You don't have a point: no one drives a 1973 Type III VW fastback by
accident.'

But many people buy a 2000 and expect it to last till the '05s are in
production.

Overall I agree with your opinion of not whining for this or that, but.

'Keep your excuses for someone who needs them.'

This sentence is the reason I chimed in.

BTW I don't see how you had such problems finding parts, especially for the
classic American car.

NotMousse
TM Tamarin

I mean, if I can't even get a discount out of someone else's misfortune,
what's the point?
  -MisterTambo, founding member of the League of Unemployed Gentlemen


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

#73181 From: notmousse@...
Date: Sun Feb 1, 2004 3:43 am
Subject: Re: Favored Enemy Choices
notyetmousse
Send Email Send Email
 
loyalp sez...

'So, yep, I'm wrong in my thinking.  And to be honest, I completely don't
understand what they've written here!  My interpretation is that you get the
base
+2 bonus whenever an enemy is selected, and you also get another +2 to
allocate every 5 levels.'

Sounds like you got it right.  You pick an enemy to get your bonuses from,
then the next time you pick another enemy.  On top of the second enemy you
picked you get another +2 for an enemy you've already selected.

So you could have this:

1st enemy dorks +2
5th enemy dorks +4, spasses +2

or

1st enemy dorks +2
5th enemy dorks +2, spasses +4

And at higher levels you could put all your bonuses (bonii?) towards one
enemy type (jocks) for a +10 hee hee.

NotMousse
TM Tamarin

I mean, if I can't even get a discount out of someone else's misfortune,
what's the point?
  -MisterTambo, founding member of the League of Unemployed Gentlemen


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

#73182 From: notmousse@...
Date: Sun Feb 1, 2004 4:33 am
Subject: Re: [Tracker] [OS] [sgilroy2] [ 870988 ] CS Printing
notyetmousse
Send Email Send Email
 
sgilroy2 sez...

'notmousse - if you are reading this did changing the margins solve your
problem with the edge getting cut off?  If not please update the tracker with
more
information.'

I'd love to, but I only moved the tracker from PCGen.  I tried checking my
mailbox to find the original request for a tracker, but I dumped my back email
since then.

NotMousse
TM Tamarin

I mean, if I can't even get a discount out of someone else's misfortune,
what's the point?
  -MisterTambo, founding member of the League of Unemployed Gentlemen


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

#73183 From: Hugh Foster <hugh@...>
Date: Sun Feb 1, 2004 11:36 am
Subject: [BUG] Party sheets are back (hurray) but broken (boo)
acedashdog
Send Email Send Email
 
Thanks for mending the ability to output Party Sheets. However, I have
hit problems.

|EXPORT.DATE| and |EXPORT.VERSION| produce nothing at all - and
they're already in the output sheet so I haven't messed that up

WEAPON.x.BASEHIT produces one number, bearing little resemblance to
the character's primary attack, no iterated attacks where relevant.
The same tag used in a csheet produces the character's 4 attacks
separated by slashes.

This used to work...

01/02/2004 11:31:48 AM

#73184 From: "Sigurdur H. Olafsson" <here@...>
Date: Sun Feb 1, 2004 1:53 pm
Subject: Re: [Tracker] [OS] [sgilroy2] [ 870988 ] CS Printing
krazhit
Send Email Send Email
 
Just a little hint here:
To find just about any tracker you have the number for (870988 in
this case), open any other tracker and replace the aid=xxxxx in the
URL with 870988. Then Sourceforge will complain a bit, but also give
you a link to the correct tracker via a "[Find the new location of
this Tracker item]" link. (I use this a lot to find trackers that I
am not sure in which group are).

--- In pcgen@yahoogroups.com, notmousse@a... wrote:
> sgilroy2 sez...
>
> 'notmousse - if you are reading this did changing the margins solve
your
> problem with the edge getting cut off?  If not please update the
tracker with more
> information.'
>
> I'd love to, but I only moved the tracker from PCGen.  I tried
checking my
> mailbox to find the original request for a tracker, but I dumped my
back email
> since then.
>
> NotMousse
> TM Tamarin
>
> I mean, if I can't even get a discount out of someone else's
misfortune,
> what's the point?
>  -MisterTambo, founding member of the League of Unemployed Gentlemen
>
>
> [Non-text portions of this message have been removed]

#73185 From: Kuni Tetsu <kuni-tetsu@...>
Date: Sun Feb 1, 2004 3:32 pm
Subject: Re: Re: Favored Enemy Choices
oskar_deepscout
Send Email Send Email
 
At 01:59 PM 2/1/2004 +1100, you wrote:
> > 1st Enemy +4
> > 2nd Enemy +2
> >
> > or
> >
> > 1st Enemy +2
> > 2nd Enemy +4
> >
>The way I read it you have a choice of these two above. You *must* add a
>*new* enemy type and then you must choose one of your enemy types to add
>another +2 to your benefits. So at 10th level you would have 3 types of
>favoured enemies, each at  a minimum of +2, but you have 2 other +2s to
>spread around. So you could have 1 at +2 and 2 at +4 or 2 at +2 and the
>other at +6

More specifically, you cannot put the +6 on the 3rd Enemy, but you could on
either of the other two. When the third enemy is chosen, it gets an initial
value of +2 and you can add the "bump-up" to it, but you could not add the
bump-up from 5th level.

#73186 From: "Starrie" <midnightstarac@...>
Date: Sun Feb 1, 2004 4:09 pm
Subject: Re: Adding a new class to 5.5.9
starrie42
Send Email Send Email
 
--- In pcgen@yahoogroups.com, redmop@m... wrote:
> I'm having a problem adding a class to PCGen 5.5.9 in 3.0 mode.  I
can
> to go the LST editor, click either add or copy, type in all the
> information, and when I hit save, nothing happens.  the button
> depresses, and stays that way until I move the mouse away.  It does
> not save, and it does not close the window.  I can add in feats and
> such, but not classes.  Ideas?

I have the same problem in 5.5.8 using RSRD only. I can't get any
custom classes to save. I think it is only classes. I can;t remember
as that pretty much ended my use for the moment. I was hoping it
would go away in 5.5.9.

**Starrie

#73187 From: Devon Jones <soulcatcher@...>
Date: Sun Feb 1, 2004 4:27 pm
Subject: Re: move on, nothing to see here
hunterd_us
Send Email Send Email
 
bblackmoor wrote:

>Steve Gilroy <sgilroy2@w...> wrote:
>
>
>There is a phrase which comes to mind here: "the best darned buggy
>whip in the automobile industry".
>
>Look, PCGen *3.0* is completely adequate for D&D 3.0. That's what I
>was using myself until quite recently. If people like my quite-recent
>self don't want to upgrade, they make their choice and they get what
>they get.
>
>For the *present*, I think it's a tremendous waste to divert limited
>development resources to an obsolete system. They aren't *my*
>resources, so obviously I don't get to choose, but I do protest the
>misguided objections from some quarters that it's the right and proper
>thing to do... for all that my protest may matter, which isn't much on
>the best of days. :)
>
>That being said, the people who actually volunteer their time to *do*
>the work will volunteer it where they like, which is as it should be.
>Enough grumbling. If you have a complaint about the LST files you paid
>for, you should take it up with the people you gave your money.
>
>bblackmoor
>2004-01-30
>
>
>
Well, there is still the issue that 95% of the D20 material out there is
made for 3.0, *not* 3.5 - and many people want us to add support for
those books - granted, some are using those D20 books in 3.5 campaigns
(like me) but 3.0 needs to keep working for those books to be correctly
supported.....

Devon

#73188 From: "Jonathan M. Thompson" <jthompson@...>
Date: Sun Feb 1, 2004 4:31 pm
Subject: RE: move on, nothing to see here
raiderdragon
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That’s what's happening to our d20 material, all of it was delayed in
order to bring it up to compatibility with 3.5.

Of course that does include the books we already printed for 3.0 which
are also being revised in order to bring them in line with the new 3.5
material.

Jonathan M. Thompson
President, Battlefield Press, Inc. (http://www.battlefieldpress.com)
jthompson@... / AIM - GreyLnsman
Luftwaffe 1946 Role Playing Game - Available March 2004; Eric Flint's
1632 Role Playing Game - Available July 2004


-----Original Message-----
From: Devon Jones [mailto:soulcatcher@...]
Sent: Sunday, February 01, 2004 10:27 AM
To: pcgen@yahoogroups.com
Subject: Re: [pcgen] move on, nothing to see here

Well, there is still the issue that 95% of the D20 material out there is

made for 3.0, *not* 3.5 - and many people want us to add support for
those books - granted, some are using those D20 books in 3.5 campaigns
(like me) but 3.0 needs to keep working for those books to be correctly
supported.....



---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.574 / Virus Database: 364 - Release Date: 1/29/2004

#73189 From: "Loyal" <loyalp@...>
Date: Sun Feb 1, 2004 5:40 pm
Subject: Re: Favored Enemy Choices
loyalparsons
Send Email Send Email
 
And that's the reasoning for my original post about the CHOOSE tag
and removing the original enemy selection from subsequent
selections.  I was blown away at the posts asking what the heck I was
talking about.

;-)

--- In pcgen@yahoogroups.com, notmousse@a... wrote:
> loyalp sez...
>
> 'So, yep, I'm wrong in my thinking.  And to be honest, I completely
don't
> understand what they've written here!  My interpretation is that
you get the base
> +2 bonus whenever an enemy is selected, and you also get another +2
to
> allocate every 5 levels.'
>
> Sounds like you got it right.  You pick an enemy to get your
bonuses from,
> then the next time you pick another enemy.  On top of the second
enemy you
> picked you get another +2 for an enemy you've already selected.
>

#73190 From: "Avi" <alazar_076@...>
Date: Sun Feb 1, 2004 5:59 pm
Subject: Creating New Feat
alazar_076
Send Email Send Email
 
I am trying to create a feat that gives 3 skill points per level
starting at the level that you take it.
Requirements: Level 4, Rogue, Bard classes.

I know how to do the requirements, but giving 3 skill points per
level from the level that you take the feat is a bit much for me.

THanks
-A

#73191 From: "Jeff Hoover" <jjh@...>
Date: Sun Feb 1, 2004 6:35 pm
Subject: Re: [FREQ] OUTPUT Special Abilities counter?
the_macdude
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What copy of the documentation did SA appear in? I'm running 5.5.4 (on MAC OS X)
and I
checked plambert's site and found no mention of it.

Oh, and Thanks! It does work.

-jjh

--- In pcgen@yahoogroups.com, Emily Smirle <smirle4498@r...> wrote:
> Jeff Hoover wrote:
>
> >I'd like to see a way to make a table of Special Abilities the same
> >way you can make one with Feats.
> >
> >I'd like to see a TAG for Special Ability that is analogous to
> >FEATSALL.ALL.
> >
> >Alternately, is there a way to count the output of SPECIALLIST?
> >
> >
>
> |FOR,%,0,COUNT[SA],1,1|
> |SPECIALABILITY.%|
> |ENDFOR|
>
> voilla.
>
> You can also split up SA's by RACE, CLASS, and MISC (IIRC). Check the
> documentation.
>
> --
> Soylant Clear: Clearly less people, Clearly less fat.

#73192 From: "bblackmoor" <bblackmoor@...>
Date: Sun Feb 1, 2004 7:10 pm
Subject: Re: move on, nothing to see here
bblackmoor
Send Email Send Email
 
notmousse@a... wrote:
>
> BTW I don't see how you had such problems finding parts,
> especially for [a 1967 Mustang].

Then I do not recommend you buy one. Some parts are as common as dirt,
and some have not been manufactured in twenty years. That's part of
the fun. ;)

bblackmoor
2004-02-01

#73193 From: "Barak" <barak@...>
Date: Sun Feb 1, 2004 7:21 pm
Subject: [Waaaay OT]RE: Re: move on, nothing to see here
barak20021
Send Email Send Email
 
Hehe, try finding parts for a 1970 MGB.

There are some that are NOS or re-creations, but there are some where it
takes minor miracles to find 'em (or machinist friends!  :p)

Barak
~PCGen BoD
~OS Silverback


> -----Original Message-----
> From: bblackmoor [mailto:bblackmoor@...]

> Then I do not recommend you buy one. Some parts are as common
> as dirt, and some have not been manufactured in twenty years.
> That's part of the fun. ;)
>
> bblackmoor
> 2004-02-01

#73194 From: Frugal <frugal@...>
Date: Sun Feb 1, 2004 7:32 pm
Subject: Re: CVS custom feats in XML?
frugal10191
Send Email Send Email
 
On Sunday 01 February 2004 04:20, Keith Davies wrote:
> On Sat, Jan 31, 2004 at 11:06:02AM -0500, Emily Smirle wrote:
> > Checked out code from CVS, built, started running pcgen. Used the feat
> > editor to ad a whackload of feats, intending to copy them to my
> > personal LST files for polishing...
> >
> > and found them in some kind of bastard XML.
> >
> > Neat. Does this work in regular LST files now? or only the customFeats
> > file?
>
> Unless this is due to some experimental stuff Frugal was doing, I know
> nothing about it.  Where in the source tree do you find this?  (or
> better, mail me the XML file)

This has nothing to do with experimental XML. The most likely problem is that
the feat editor is creating a prerequisite and then just assuming that it is
a String in LST syntax.

I have a toString() on Prerequisite to aid debugging and the Feat editor is
assuming that the toString() method returns LST syntax.

This is another example of the lack of separation between the data, the
implementation and the persistence layers.

I am going to have to write a series of Persistence layer classes for
Prerequisites so that they can be written out into LST syntax.

--
regards,
Frugal
OS Chimp

#73195 From: "ovka" <lpacdavis@...>
Date: Sun Feb 1, 2004 7:46 pm
Subject: [TRACKER ENTERED] Re: [BUG] [RSRD] Small weapons not being auto-generated.
ovka
Send Email Send Email
 
Entered as PCGen Tracker #888689.

Sir George Anonymous
TM Lemur

--- In pcgen@yahoogroups.com, "daniel_gallant_canada" <dgallant@s...>
wrote:
> PCGen 5.5.9
> Java 1.4
> Windows 2000 sp4
> 3.5e game mode
> only loading 3.5 RSRD data source
>
> When using the Automatic Equipment generation to include Racially
> sized equipment, only the free cloths are racially sized. Armour and
> weapons are not being generated. I checked the data files, and
> weapons and arour do not have the RESIZABLE type included. Even if
> the RESIZABLE type is added, the weapons do not change size. The
only
> way to get a Small weapon is to create a custom version and change
> the size. This problem is also on the character sheet (d20
> \fantasy\htmlxml\csheet_dnd_combined.htm).

#73196 From: "kigmatzomat" <kigmatzomat@...>
Date: Sun Feb 1, 2004 8:46 pm
Subject: Re: [BUG]5.5.9 dwarven waraxe
kigmatzomat
Send Email Send Email
 
--- In pcgen@yahoogroups.com, redmop@m... wrote:
> Is said character using a buckler?  When using a buckler with a two
> handed weapon, it has a -1 penalty to your attack excepting ranged
> weapons.

Sigh.  I thought that went away when using a masterwork darkwood
buckler.  Ignore the cluless gamer behind the curtain.

-James McP

#73197 From: "David Wolf" <lodossquest@...>
Date: Sun Feb 1, 2004 10:06 pm
Subject: Race Creation Problem
lodossquest
Send Email Send Email
 
I'm trying to create a new Race but whenever I put bonuses in it
offsets the bonus.  On the Summary page it puts +24 in the racial
adjustment column (like I wanted it to) but then it puts in -24 in
the Other Adj column.  Anybody have a fix for this?  BTW, I'm using
PCGen 5.5.9.

Thanks
Dave

#73198 From: "Jeremy Turnley" <jeremyturnley@...>
Date: Sun Feb 1, 2004 10:15 pm
Subject: [OT] Re: move on, nothing to see here
illrigger187
Send Email Send Email
 
--- In pcgen@yahoogroups.com, "bblackmoor" <bblackmoor@s...> wrote:
> notmousse@a... wrote:
> >
> > BTW I don't see how you had such problems finding parts,
> > especially for [a 1967 Mustang].
>
> Then I do not recommend you buy one. Some parts are as common as
dirt,
> and some have not been manufactured in twenty years. That's part of
> the fun. ;)
>
> bblackmoor
> 2004-02-01

Having owned one, I only have one thing to say: rusted floorpans.
Grrrrrr.  Idiot short-sighted Ford engineers.

#73199 From: "Loyal" <loyalp@...>
Date: Sun Feb 1, 2004 10:17 pm
Subject: Re: [5.5.9] custom Sorcerer class
loyalparsons
Send Email Send Email
 
This fixed the problems I was having with my custom sorcerer as the
CAST progression.

However, there is one new problem...  If I sort by the name column,
then the level progression sort is also alpha instead of integer.
So, you get level 1, level 10, level 11, etc. instead of level 1,
level 2, level 3.  I'm sure you know what I mean there.

This is "new functionality" since 5.5.8.  :)


-Loyal

--- In pcgen@yahoogroups.com, "merton_monk" <merton_monk@y...> wrote:
> Could you try the pcgen.zip I put in the "Needs Help With" folder?
> I believe it fixes the issue with your Magister class.  I tested
> with a Magister/Sorcerer/Wizard multi-classes character to make
sure
> it would keep all the spell-lists separate.  You shouldn't need to
> make any changes to your class, though I think using CASTAS:Wizard
> or CASTAS:Sorcerer makes more sense than using SPELLLIST:1|Wizard.
> Both are effectively the same, except the Sorcerer spell list has a
> couple of differences from the Wizard spell list. This pcgen.zip
> contains a replacement for the 5.5.9 beta pcgen.jar file.   This is
> not a replacement for the current alpha pcgen.jar file (if you're
> grabbing those).
>
> -Bryan
>
>
> --- In pcgen@yahoogroups.com, "Loyal" <loyalp@c...> wrote:
> > Nope.  I need one in 5.5.9?
> >
> > --- In pcgen@yahoogroups.com, "Jayme Cox" <jayme@r...> wrote:
> > >
> > > > The difference here is that it is a custom sorcerer class,
> > > > multiclassed with a level of fighter.  I haven't yet tried
> > recreating
> > > > the character as a standard sorcerer to compare the .pcg
files
> > for
> > > > differences.  That will be my next step when I get a few
> minutes.
> > >
> > > Do you have a CASTAS: tag in your custom Sorcerer class?

#73200 From: Matt Haffner <haffner@...>
Date: Sun Feb 1, 2004 10:25 pm
Subject: Re: Re: Favored Enemy Choices
Matt Haffner
Send Email Send Email
 
Personally, I think we really need two CHOOSE boxes here to make it
clear to the user what they are doing. The first is the new enemy
selection and should consist of a choose box with enemies the ranger
has NOT yet selected. The selected enemy gets a +2 bonus. Then, for
every level but first, a second box should come up with the ranger's
current selections (including the one just chosen moments ago) to
assign the additional +2 'free' bonus.

Programatically, there are a few choices to make this easier on the
tags, but I'm not an expert on what syntax is already coded. I'm out of
time right now, but I'll try to plunk down an idea or two I had later.

On Feb 1, 2004, at 11:40 AM, Loyal wrote:

> And that's the reasoning for my original post about the CHOOSE tag
> and removing the original enemy selection from subsequent
> selections.  I was blown away at the posts asking what the heck I was
> talking about.
>
> ;-)
>
> --- In pcgen@yahoogroups.com, notmousse@a... wrote:
>> loyalp sez...
>>
>> 'So, yep, I'm wrong in my thinking.  And to be honest, I completely
> don't
>> understand what they've written here!  My interpretation is that
> you get the base
>> +2 bonus whenever an enemy is selected, and you also get another +2
> to
>> allocate every 5 levels.'
>>
>> Sounds like you got it right.  You pick an enemy to get your
> bonuses from,
>> then the next time you pick another enemy.  On top of the second
> enemy you
>> picked you get another +2 for an enemy you've already selected.
>>
>
mh - ZansForCans
--
Group Editing & Authoring Support
flexible campaign management for the web
info :: http://www.codefuries.com/geas.php
demo :: http://www.codefuries.com/GEAS/public/wot.cgi

#73201 From: "Loyal" <loyalp@...>
Date: Sun Feb 1, 2004 10:39 pm
Subject: Re: Favored Enemy Choices
loyalparsons
Send Email Send Email
 
Uh, there are two boxes coming up, and it is working this way.
That's what I tried to mention in my initial post.

The only piece not working is the choosing of enemies that are NOT
yet selected.  Hence my original question here about making CHOOSE
somehow do that.  It would be a programmatic change then, and not
some sort of existing feature to the CHOOSE tag?

I feel like I've now gone full circle and come back to my original
post...


-Loyal



--- In pcgen@yahoogroups.com, Matt Haffner <haffner@a...> wrote:
> Personally, I think we really need two CHOOSE boxes here to make it
> clear to the user what they are doing. The first is the new enemy
> selection and should consist of a choose box with enemies the
ranger
> has NOT yet selected. The selected enemy gets a +2 bonus. Then, for
> every level but first, a second box should come up with the
ranger's
> current selections (including the one just chosen moments ago) to
> assign the additional +2 'free' bonus.
>
> Programatically, there are a few choices to make this easier on the
> tags, but I'm not an expert on what syntax is already coded. I'm
out of
> time right now, but I'll try to plunk down an idea or two I had
later.
>
> On Feb 1, 2004, at 11:40 AM, Loyal wrote:
>
> > And that's the reasoning for my original post about the CHOOSE tag
> > and removing the original enemy selection from subsequent
> > selections.  I was blown away at the posts asking what the heck I
was
> > talking about.
> >
> > ;-)
> >
> > --- In pcgen@yahoogroups.com, notmousse@a... wrote:
> >> loyalp sez...
> >>
> >> 'So, yep, I'm wrong in my thinking.  And to be honest, I
completely
> > don't
> >> understand what they've written here!  My interpretation is that
> > you get the base
> >> +2 bonus whenever an enemy is selected, and you also get another
+2
> > to
> >> allocate every 5 levels.'
> >>
> >> Sounds like you got it right.  You pick an enemy to get your
> > bonuses from,
> >> then the next time you pick another enemy.  On top of the second
> > enemy you
> >> picked you get another +2 for an enemy you've already selected.
> >>
> >
> mh - ZansForCans
> --
> Group Editing & Authoring Support
> flexible campaign management for the web
> info :: http://www.codefuries.com/geas.php
> demo :: http://www.codefuries.com/GEAS/public/wot.cgi

#73202 From: "Loyal" <loyalp@...>
Date: Sun Feb 1, 2004 11:05 pm
Subject: [BUG][TM] 5.5.9 Weapon Feat Proficiency removal is odd
loyalparsons
Send Email Send Email
 
I was playing around with a couple of known broken issues in 5.5.9
(exotic weapons and the war domain), and stumbled on something that
may be related.

If you give a character the martial or exotic weapon proficiency
feat, there is some odd behavior if you try to change or remove that
feat.  The Selection dialog lists the chosen weapon twice in the
bottom pane.  It also increments the selections remaining counter
each for each one you remove.  Although, you only gain back 1 feat
(not two) if you close the dialog.  I had nothing reported in the
Debug console.

Testing with RSRD.


-Loyal

#73203 From: pcgen@yahoogroups.com
Date: Mon Feb 2, 2004 12:11 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        : /Fixes to SRD/rsrd_templates_20040201.zip
   Uploaded by : andargor <andargor@...>
   Description : RSRD Templates v1 USE AT OWN RISK

You can access this file at the URL

http://groups.yahoo.com/group/pcgen/files/Fixes%20to%20SRD/rsrd_templates_200402\
01.zip

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

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

Regards,

andargor <andargor@...>

#73204 From: "andargor" <andargor@...>
Date: Mon Feb 2, 2004 12:14 am
Subject: [RSRD Templates] First pass done! Testers Needed
andargor
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Whew! Those Lycanthropes are HARD :)

I tried different methods, and settled on monster classes for
Lycanthropes. Solves a lot of issues.

There are several things that don't work, though. Here's a list of
things in the LSTs that I don't understand. Anyone with strong LST-fu
out there?

# NOTES AND QUESTIONS
# rsrd_feats_templates.lst used for special abilities
# REMOVEABLE necessary?
# How the heck can I add natural attacks?
# Celestial, Fiendish: PRETYPE doesn't seem to function properly
# Celestial, Fiendish: Override alignment restrictions
# Celestial, Fiendish: Animals or Vermin become Magical Beast...
SWITCHRACE and EXCHANGELEVEL do not work
# Celestial, Fiendish: minimum intelligence 3, how to increase
automatically?
# Ghost: No incorporeal template, should it be created?
# Half-celestial, Half-fiend: Unsure if levels or racial HD should be
considered for innate spells. RSRD unclear
# Half-celestial, Half-fiend: How do I adjust the caster level and DCs
for innate spells for output?
# Half-dragon: How do I implement a change for racial HD size (NOT
class dice size)
# Lycanthrope: CR doesn't take variables (Java exception)
# Skeleton: How do I remove the base creature feats? And all skills?
# Zombie: How do I drop all the class level hit dice, take the racial
hitdice and recalculate using d12s?

# NOTE: Size does not change, is there a way to get BONUS:SIZEMOD to
NOT add ability bonuese?
# How the heck can I add natural attacks?

Can anyone test please?

Andargor

#73205 From: "Eleanor" <eleanor_h@...>
Date: Mon Feb 2, 2004 12:40 am
Subject: Using PC Gen with Windows ME
eleanor_hca
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Hello;

I have downloaded the newest version of PC Gen (5.5.9), and am trying to run
it on a PC with factory installed Windows ME.  (I know ME has a bad rep.,
but I've not really had a problem with it before.  Of course, I've not tried
to do anything like this before, either.)  I have also downloaded the most
recent version of Java (J2SDK 1.4.2 03).

Is it possible to run PC Gen on this platform?  The directions which I found
indicated that all that once the files were unzipped into a folder, all that
had to be done was to double-click on either pcgen.jar or pcgen.bat, and PC
Gen should work.  Instead, I get the following error messages:

Using pcgen.jar:

"Assertion failed!  Program:C\PROGRAMFILES\JAVA\J2RE1.4.2_03BIN\JAVA.EXE

File:  ../../../src/share/native/sunawt/font/fontmanage...

Line: 418

Expression: offset < fFileSize

For information on how your program can cause an assertion failure, see the
Visual C++ documentation on asserts

(Press Retry to debug the application - JIT must be enabled)


Pressing Retry produces the following error message (I checked my Internet
Explorer options - about the extent of my troubleshooting skills - and JIT
is enabled):

Javaw has caused an error in MSVCRT.DLL.  Javaw will now close.

If you continue to experience...etc.

When I select pcgen.bat, the MS DOS window opens, and I see the following:

C:\Program Files\D&D\PC GEN>java -jar pcgen.jar

Assertion Filed:  offset < fFileSize, file
../../../src/share/native/sun/awt/font/fontmanager/fontobjects/fontObject.cp
p, line 418

abnormal program termination

I am not at all familiar with java, and am not even certain if this problem
is in java, or PC Gen, or Windows.  Does anyone have any suggestions,
PLEASE?!

Thank you.


Cheers,

Eleanor



Est nullum problema tantum ut usu vis maximae idonei expediri non possit.


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

#73206 From: James Dempsey <jdempsey@...>
Date: Mon Feb 2, 2004 1:33 am
Subject: Re: Using PC Gen with Windows ME
james_dempse...
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Hi Eleanor,

Quoting Eleanor <eleanor_h@...>:

> Hello;
>
> I have downloaded the newest version of PC Gen (5.5.9), and am trying to
> run
> it on a PC with factory installed Windows ME.  (I know ME has a bad rep.,
> but I've not really had a problem with it before.  Of course, I've not
> tried
> to do anything like this before, either.)  I have also downloaded the most
> recent version of Java (J2SDK 1.4.2 03).
>
Sounds like you have done the right things so far.

> Is it possible to run PC Gen on this platform?  The directions which I
> found
> indicated that all that once the files were unzipped into a folder, all
> that
> had to be done was to double-click on either pcgen.jar or pcgen.bat, and PC
> Gen should work.  Instead, I get the following error messages:
>
It should be working, yes.

> Using pcgen.jar:
>
> "Assertion failed!  Program:C\PROGRAMFILES\JAVA\J2RE1.4.2_03BIN\JAVA.EXE
>
> File:  ../../../src/share/native/sunawt/font/fontmanage...
>
[snip]
>
> I am not at all familiar with java, and am not even certain if this problem
> is in java, or PC Gen, or Windows.  Does anyone have any suggestions,
> PLEASE?!
>
This is generally a problem with some of the installed fonts on your computer.
Check out the info at http://community.borland.com/article/0,1410,26560,00.html
- it relates to another Java program, but the underlying issue is fonts not
playing nice with Java, so the same suggestions should help.

Cheers,
----------
James Dempsey
PCGen Code Monkey
jdempsey@...

#73207 From: "ovka" <lpacdavis@...>
Date: Mon Feb 2, 2004 3:16 am
Subject: [TRACKER ENTERED] Re: [BUG][TM] 5.5.9 Weapon Feat Proficiency removal is odd
ovka
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--- In pcgen@yahoogroups.com, "Loyal" <loyalp@c...> wrote:
>If you give a character the martial or exotic weapon proficiency
>feat, there is some odd behavior if you try to change or remove that
>feat.  The Selection dialog lists the chosen weapon twice in the
>bottom pane.  It also increments the selections remaining counter
>each for each one you remove.  Although, you only gain back 1 feat
>(not two) if you close the dialog.  I had nothing reported in the
>Debug console.
>
> Testing with RSRD.

PCGen Tracker # 888837.

Cheers,

Sir George Anonymous
TM Lemur

#73208 From: Emily Smirle <smirle4498@...>
Date: Mon Feb 2, 2004 3:15 am
Subject: [DOC] Re: Re: [FREQ] OUTPUT Special Abilities counter?
syndaryl
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Jeff Hoover wrote:

>What copy of the documentation did SA appear in? I'm running 5.5.4 (on MAC OS
X) and I
>checked plambert's site and found no mention of it.
>
>Oh, and Thanks! It does work.
>

it's not in any of the documentation, so don't feel left out.


--- In pcgen@yahoogroups.com, Emily Smirle <smirle4498@r...> wrote:

>> Jeff Hoover wrote:
>>
>
>
>>> >I'd like to see a way to make a table of Special Abilities the same
>>> >way you can make one with Feats.
>>> >
>>> >I'd like to see a TAG for Special Ability that is analogous to
>>> >FEATSALL.ALL.
>>> >
>>> >Alternately, is there a way to count the output of SPECIALLIST?
>>> >
>>> >
>>
>>
>>
>> |FOR,%,0,COUNT[SA],1,1|
>> |SPECIALABILITY.%|
>> |ENDFOR|
>>
>> voilla.
>>
>> You can also split up SA's by RACE, CLASS, and MISC (IIRC). Check the
>> documentation.
>>
>> --
>> Soylant Clear: Clearly less people, Clearly less fat.
>
>

--
Soylant Clear: Clearly less people, Clearly less fat.

#73209 From: "merton_monk" <merton_monk@...>
Date: Mon Feb 2, 2004 5:42 am
Subject: Re: [5.5.9] custom Sorcerer class
merton_monk
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--- In pcgen@yahoogroups.com, "Loyal" <loyalp@c...> wrote:
> This fixed the problems I was having with my custom sorcerer as
the
> CAST progression.
>
> However, there is one new problem...  If I sort by the name
column,
> then the level progression sort is also alpha instead of integer.
> So, you get level 1, level 10, level 11, etc. instead of level 1,
> level 2, level 3.  I'm sure you know what I mean there.
>
> This is "new functionality" since 5.5.8.  :)

I think 5.5.8 only displayed levels 1-9.  I think I'll try to make
empty nodes disappear.  That's  a minor cosmetic thing - I wanted to
make sure everything worked properly first! :)

-Bryan

>
>
> -Loyal
>
> --- In pcgen@yahoogroups.com, "merton_monk" <merton_monk@y...>
wrote:
> > Could you try the pcgen.zip I put in the "Needs Help With"
folder?
> > I believe it fixes the issue with your Magister class.  I tested
> > with a Magister/Sorcerer/Wizard multi-classes character to make
> sure
> > it would keep all the spell-lists separate.  You shouldn't need
to
> > make any changes to your class, though I think using
CASTAS:Wizard
> > or CASTAS:Sorcerer makes more sense than using
SPELLLIST:1|Wizard.
> > Both are effectively the same, except the Sorcerer spell list
has a
> > couple of differences from the Wizard spell list. This pcgen.zip
> > contains a replacement for the 5.5.9 beta pcgen.jar file.   This
is
> > not a replacement for the current alpha pcgen.jar file (if
you're
> > grabbing those).
> >
> > -Bryan
> >
> >
> > --- In pcgen@yahoogroups.com, "Loyal" <loyalp@c...> wrote:
> > > Nope.  I need one in 5.5.9?
> > >
> > > --- In pcgen@yahoogroups.com, "Jayme Cox" <jayme@r...> wrote:
> > > >
> > > > > The difference here is that it is a custom sorcerer class,
> > > > > multiclassed with a level of fighter.  I haven't yet tried
> > > recreating
> > > > > the character as a standard sorcerer to compare the .pcg
> files
> > > for
> > > > > differences.  That will be my next step when I get a few
> > minutes.
> > > >
> > > > Do you have a CASTAS: tag in your custom Sorcerer class?

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