Date   
BUG REPORT

Toni Stauffer <tankgirl@...>
 

When characters are exported to the Openrpg format (xml), I've noticed that
the skills come up with an additionial + sign, so in OpenRPG it looks like
this: [1d20++2} It still adds up correctly and is just annoying, but I
thought you guys might want to take a look, or make a note, whatever. It
might be in other areas than skills. Don't remember.

Toni

Re: Flury of blows

Vance <clubvance@...>
 

Here's what I use to emulate Flurry of Blows
it was posted several months ago and still works well for me.

Flurry of Blows Cost:0 TYPE:Weapon.Unarmed.Melee.Bludgeoning.Monk
WT:0 DAMAGE:1d3 BONUS:WEAPON|TOHIT|-2
BONUS:COMBAT|ATTACKS|1 PROFICIENCY:Unarmed Strike SIZE:T

Don't forget to put in the TABS

VR

Re: Item Customizer, adding a Feat

Mynex <mynex3@...>
 

That's true, I don't remember seeing any hard or fast rules for feats to
equipment costs... so to quote Tir 'I LIKE it', so when can you add that
little bit of functionality in? ;p

Mynex

- #1 Evil Assistant to the PCGen Code Monkeys
- List files & Documentation Silverback
- RPG Reviews Editor & Reviewer

-----Original Message-----
From: mark_hulsman [mailto:hulsmanm@...]
Sent: Sunday, July 14, 2002 1:13 PM
To: pcgen@...
Subject: [pcgen] Re: Item Customizer, adding a Feat

This would be nice, but I don't think it will work very well since
there are no standard costs for feats at all. Like unarmed strike in
the bracers of striking doesn't cost much because its not that
powerful by it self, it jsut lets you do regular damage. Other feats
are much more powerful and should cost a lot more. Like any feat
that had 2-3 other feats as prereqs, like spring attack, would
obviously be worth a lot more in an item. So maybe jsut a button in
the customiser that lets the user pick a feat to add and then ask
them the cost they want to add for it. Because there is no formula
so all the costs would have to be made by the DM.

Re: Familiar Skills (repost)

Mynex <mynex3@...>
 

Right, that's a known issue that Jayme (the Code Monkey who made the
familiars stuff) is working on.

Mynex

- #1 Evil Assistant to the PCGen Code Monkeys
- List files & Documentation Silverback
- RPG Reviews Editor & Reviewer

-----Original Message-----
From: papadiabolous [mailto:papadiabolous@...]
Sent: Tuesday, July 23, 2002 2:52 AM
To: pcgen@...
Subject: [pcgen] Familiar Skills (repost)

I posted two character.pcg files in the "Need Help" file. Mustapha
bin Ali and Smoke, both labled "Familiar Skills:" either wizard or
familiar.
The Bug is the Ranks the Familiar is given in some skills. Well over
100 points in most cases.
I also think that the Familiar is only supposed to have the skills of
the base critter, not all the skills of the Master. I don't think my
weasle should be able to Decipher Script.

Thanks
Logan

Re: Duplicate class names

Mynex <mynex3@...>
 

Uhrm.. Ark... we, uh, do have that capability... it's called the O
option for BAB.. as in BAB:O (O for Other) :p and it's a DEFINE
statement in the class line. :D RTM *evil grin*

Mynex

- #1 Evil Assistant to the PCGen Code Monkeys
- List files & Documentation Silverback
- RPG Reviews Editor & Reviewer

-----Original Message-----
From: arknathd [mailto:gemguard@...]
Sent: Tuesday, July 23, 2002 9:53 AM
To: pcgen@...
Subject: [pcgen] Re: Duplicate class names

Unless there has been some new functionality programmed into the
code, I do not believe that even if you had 10 LST monkeys on the KoK
stuff would you get it ready by production.

For whatever reason (and this is a personal pet peeve of mine) Kenzer
decided that some of their classes would not follow the "standard
progression" for their class BAB and Saves. One class in particular
has a fighter BAB progression, except that at first level the BAB is
+0. At every level thereafter, starting at second, the BAB goes up
by one and ends up being +19/+14/+9/+4.

So unless we get the ability to customize BAB and save progressions
in PCGen, KoK won't be added correctly.

Ark
Feat Gibbon
Baby Soul Reaper Monkey
LST Henchmule
"Life's a hench." - Nodwick coffee mug

Re: Next release and PCGenCon get together!

Mynex <mynex3@...>
 

Dunno yet.

*looks at Bryan*

Whenever he gets the store setup we can tell you. ;p

Mynex

- #1 Evil Assistant to the PCGen Code Monkeys
- List files & Documentation Silverback
- RPG Reviews Editor & Reviewer

-----Original Message-----
From: STILES, BRAD [mailto:BRAD.STILES@...]
Sent: Tuesday, July 23, 2002 10:16 AM
To: 'Pcgen'
Subject: RE: [pcgen] Re: Next release and PCGenCon get together!

-----Original Message-----
From: Mynex

PCGen shirts will be available online from Café Press sometime tonight
or Tomorrow (however long it takes them to make things available)...
Once they're officially available, Bryan or I will give a
huge yell here for people to get them. :)
What's the store id gonna be?

Brad

Re: Duplicate class names

Mynex <mynex3@...>
 

Hrmm.. actually, it HAS been used in some of the files... take a look at
the netbook of classes for one. ;)

And I'm working on FTTDM so piss off. :p

(FTTDM = Finishing The Damn Manual for those of you wondering. ;p)

Mynex

- #1 Evil Assistant to the PCGen Code Monkeys
- List files & Documentation Silverback
- RPG Reviews Editor & Reviewer

-----Original Message-----
From: arknathd [mailto:gemguard@...]
Sent: Tuesday, July 23, 2002 10:42 AM
To: pcgen@...
Subject: [pcgen] Re: Duplicate class names

Hrm, well, that's all fine and dandy, but it's not been implemented
in the files...but I guess that's what we're talking about, eh?

Oh, btw, FTM!!! :)


Ark
Feat Gibbon
Baby Soul Reaper Monkey
LST Henchmule
"Life's a hench." - Nodwick coffee mug


--- In pcgen@y..., Mynex <mynex3@c...> wrote:

Uhrm.. Ark... we, uh, do have that capability... it's called the O
option for BAB.. as in BAB:O (O for Other) :p and it's a DEFINE
statement in the class line. :D RTM *evil grin*

Mynex

- #1 Evil Assistant to the PCGen Code Monkeys
- List files & Documentation Silverback
- RPG Reviews Editor & Reviewer


-----Original Message-----
From: arknathd [mailto:gemguard@h...]
Sent: Tuesday, July 23, 2002 9:53 AM
To: pcgen@y...
Subject: [pcgen] Re: Duplicate class names

Unless there has been some new functionality programmed into the
code, I do not believe that even if you had 10 LST monkeys on the
KoK
stuff would you get it ready by production.

For whatever reason (and this is a personal pet peeve of mine)
Kenzer
decided that some of their classes would not follow the "standard
progression" for their class BAB and Saves. One class in
particular
has a fighter BAB progression, except that at first level the BAB
is
+0. At every level thereafter, starting at second, the BAB goes up
by one and ends up being +19/+14/+9/+4.

So unless we get the ability to customize BAB and save progressions
in PCGen, KoK won't be added correctly.

Ark
Feat Gibbon
Baby Soul Reaper Monkey
LST Henchmule
"Life's a hench." - Nodwick coffee mug


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PCGen's FAQ: http://pedertest.officeline.no/PCGen
PCGen's alpha build: http://rpg.plambert.net/pcgen
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Re: PCGen Board meeting notes from 4/6

Brass Tilde <brasstilde@...>
 

Mynex (Special Projects)
"Special Projects"? Well, that figures.

Re: ATTN: Tom Deprez (Repost)

mynex2k1@...
 

In short, it works. :) Thanks much sir. PCGen:DM is now (mostly)
populated... now to clean up a few things... sigh.

oh yea, I thought that the DOS pop up window was for a password, but
never wanted to try it for fear of screwing something up. ;p

Mynex

--- In pcgen@y..., "Tom Deprez" <zifnabbe@u...> wrote:

Hi mynex,

Finally getting back to this before I move/losr my internet from
home... couple of questions... 9btw- I can get it to 'update' with
the anonymous login, but obviously can't commit, and I can't
get 'update' trying to log into the pserver with uname:mynex)
that's normal :-)

Re: Hospitaler remove disease

mynex2k1@...
 

IF CLASS=Paladin THEN TOTALSA:Cure Disease = PaldinSA:Cure Disease +
HospitalerSA:Cure Disease Else TOTALSA:cure Disease =
HospitalerSA:Cure Disease

somwhat like that in the class listing of the hospitaler. As
Hospitaler is a PrC and Paladin isn't, it should only be required in
the hospitaler class info.

Mynex

--- In pcgen@y..., Benjamin Pew <benpew@a...> wrote:
Well, this turns out to be ugly. According to WOTC customer
service, a
non-paladin taking levels as a hospitaler gains the ability to
remove
disease 1/week at 4th level. If a paladin takes levels of
hospitaler, then
the hospitaler levels are added to the paladin levels to determine
the total
number of remove diseases each week. They obviously weren't
designing this
with ease in programming in mind, were they?

Re: Extra Turning feat

mynex2k1@...
 

So something like this, in the feat line of Extra Turning...

IF SA:Turn Undead = True THEN SA:Turn Undead # + 3 ELSE IF SA:Reubke
Undead = True THEN SA:Rebuke Undead # +3

????

Mynex

--- In pcgen@y..., Benjamin Pew <benpew@a...> wrote:
The problem is that the extra turning feat pops up a choose dialog
and you
can choose Turn Undead--which if you're an evil cleric, you don't
have. I
was asking if it would be possible to make Extra Turning work like
Turn/Rebuke does when you select cleric--you get the appropriate
choice. Or
even just put them both in, and then expect the user to know which
one they
should pick. As it is now, Extra Turning will add the appropriate
number of
turning attempts (using the VAR) to Turning, but not rebuking.

-----Original Message-----
From: merton_monk@y... [mailto:merton_monk@y...]
Sent: Tuesday, October 09, 2001 3:20 PM
To: pcgen@y...
Subject: [pcgen] Re: Extra Turning feat


I think it's pretty well known that the number of times you can
Rebuke Undead is equivalent to the number of times a good aligned
priest can Turn Undead. Maybe the character sheets should simply
change their wording from Turn Undead to Turn/Rebuke Undead?
Changing the text depending upon the SA: name is not a straight-
forward coding change and would provide minimal 'bang for the
buck'.
We could certainly do this at some point, but it would be fairly
low
on the priority scale.

-Bryan

--- In pcgen@y..., Benjamin Pew <benpew@a...> wrote:
Currently the Extra Turning Feat only adds to Turn Undead. It
should allow
the character to choose from Turn Undead or Rebuke Undead,
depending on
which they have. Although the text for Extra Turning only refers
to
turning,
not rebuking, it seems clear that evil clerics can gain extra
rebuke
attempts, especially since the Master of Shrouds in Defenders of
the Faith
gains this feat for free, and being able to Rebuke Undead is a
class prereq.



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Re: Skill Tracker

mynex2k1@...
 

Why not have a check box under preferences? Set PCGen to follow
the 'official rules' and allow people to turn 'off' this so they
can "save their feats/skills for plugging in later" not sure how
much coding this would involve (probably a lot), but then you would
continue to follow 'official rules' and still allow the flexibility
of 'custom house rules'.

Mynex

I don't believe in core rules that you can save feats in this
manner.
I'm fairly certain that when you advance a level you *must* select
feats and spend skill points at that time or forfeit them. I'm
sure
many house-rules will allow saving these skills/feats, so I don't
think we'll make PCGen force you to spend them. But for those who
want to play 'official' characters will obviously need to take
note.
;)

Re: Githyanzi and Half-Dragon

loyalp@...
 

Here's the Githyanki entry I've been using. Note that you will need
to include an entry in your weaponprof.lst for the Githyanki sword.

Githyanki
0
2
2
0
-2
0
Fighter
0
1
HEIGHT:M:73:1:4:0:F:73:1:4:0
WEIGHT:M:165:2:4:F:165:2:4
AGE:15:1:6:1:6:1:6
SIZE:M
MOVE:30
AC:10
LANGAUTO:Common,Githyanki,Draconic
LANGBONUS:ALL
VISION:Darkvision 60'
WEAPONAUTO:Sword (Great/Githyanki Silver)
LEVELADJUSTMENT:2
SAVES:3,3,1
SR:5
SA:Psionics(Sp) At will-clairaudience/clairvoyance,dimension
door,mage hand,telekinesis,plane shift (once/day at 8th character
level),Spell Resistance(Ex) 5+1/level
BONUS:SKILL|Craft (Armorsmithing)|2
BONUS:SKILL|Craft (Weaponsmithing)|2
BONUS:SKILL|Search|4


--- In pcgen@y..., thoron-tir-gwaith@l... wrote:
--- In pcgen@y..., dodger8000@y... wrote:
I noticed that even when loading the MM and the Manual of the
Planes
these character classes don't show up. Are they going to be
added?

Githyanzi are a race, not a character class. They are found in two
different forms: the Psionic form in the Psionics Handbook, and
the 'normal' form, found in the MotP. The largest difference
bewteen
them is the Psionic Warrior/Fighter preferred class and Power
Resistance instead of Spell Resistance in the Psionic Handbook.
They
are yet to be done, as noted in the psionic_races.lst, and races
aren't even implemented in the MotP. It just came out. Give it
some
time. I think I can whip up a Githyanki form MotP. It's simpler.

Half Dragon is a Template, not a class or race. The half-dragon
variations from the MM are all in the Template section. You have
to
choose a base race, and add the template of the type of Dragon you
want to 'mix' it with.

Andrew

Re: 1/x hit die creatures

Arcady <arcady0@...>
 

It there?

It's not mentioned in Customize.html

There is a HD:MIN and HD:MAX in BONUS...
BONUS:HD|MAX|20
for example.

Which I just tested.

This means two of my tags are redundant...

HITDIE:%+num
HITDIE:%-num

I'll look over weather or not it would make sense to put the
other three into the BONUS:HD method or to keep them
seperate.
And weather or not my tags are truly redundant or if there
are cases where they will differ.

One thing I notice is that my tag shows up on the PCGen menu
under the classes hit die but the bonus tag is invisible
until after you roll.

Customize.html doesn't document BONUS:HD very well, though it
does mention it. :)

--- Mark Hulsman <hulsmanm@...> wrote:
Add? so Half Dragons with their "next size up" HD are now
supported?
EG HITDIE:%+2 (which would unfortunately give half
dragons d14's but
would support everyone else...)

Is this supported in templates too?
Actually there has been a BOUNS for quite some time that
adds a
certain number to every hit die rolled and gives it a
certain maximum
size, like 12. Don't remember the syntax for the tag
though. And
neither method is working for templates because I haven't
had time to
steal Arcady's code or to implement BONUSes for templates.


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Re: 1/x hit die creatures

Arcady <arcady0@...>
 

Often times in the monster manual next to a classed race
there's a little note that says

"This stat block represents a typical warrior of the race."

Or something similar.

I'd double check this but the SRD website seems to be down
for me and my MM is at home. :)

--- Douglas and Elena Husemann <husemann@...>
Also in an earlier response by someone else. I question
baseing the human on
the
commoner class. All races can have commoners. on that
basis, elves
halflings all
are 1d8 base creatures in the MM. So if they are and follow

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Re: 1/x hit die creatures

Arcady <arcady0@...>
 

If you can get templates to call

public void setHitDieLock(String newHitDieLock);

in race.java then you've accessed my code.

That's probably how I'll try to do it. To keep it down to one
place that the variable is located.

Maybe this in the template parsing?:

final PlayerCharacter aPC = Globals.getCurrentPC();

else if (colString.startsWith("HITDIE:"))
{
aPC.setHitDieLock(colString.substring(7));
}

But I haven't studied how the template code works yet. You
don't ever seem to be calling clone of the other objects like
a lot of the other code does.


--- Mark Hulsman <hulsmanm@...> wrote:
Do you think you could modify your code slightly to make
this work
for templates as well? I've eben trying to figure out how
to do it
and have been unsuccessful, and since you got it done for
races
templates should be pretty much the same.


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Re: Githyanzi and Half-Dragon

loyalp@...
 

Somehow

WEAPONAUTO:Sword (Great/Githyanki Silver)|Sword (Great)

and the next line:

FEAT:Weapon Focus (Sword (Great))

were left out when I copied and pasted.

:)

--- In pcgen@y..., loyalp@h... wrote:
Here's the Githyanki entry I've been using. Note that you will
need
to include an entry in your weaponprof.lst for the Githyanki sword.

Githyanki
0
2
2
0
-2
0
Fighter
0
1
HEIGHT:M:73:1:4:0:F:73:1:4:0
WEIGHT:M:165:2:4:F:165:2:4
AGE:15:1:6:1:6:1:6
SIZE:M
MOVE:30
AC:10
LANGAUTO:Common,Githyanki,Draconic
LANGBONUS:ALL
VISION:Darkvision 60'
WEAPONAUTO:Sword (Great/Githyanki Silver)
LEVELADJUSTMENT:2
SAVES:3,3,1
SR:5
SA:Psionics(Sp) At will-clairaudience/clairvoyance,dimension
door,mage hand,telekinesis,plane shift (once/day at 8th character
level),Spell Resistance(Ex) 5+1/level
BONUS:SKILL|Craft (Armorsmithing)|2
BONUS:SKILL|Craft (Weaponsmithing)|2
BONUS:SKILL|Search|4

Re: Githyanzi and Half-Dragon

Martin Feller <forngoid@...>
 

From both of these posts, it seems like you're using a Githyanki 1st level
warrior as the basis for the race. Wouldn't it work better to treat it more
like a PHB/DMG race? The MotP entry matches up with a 1st level warrior
perfectly, except for the 4 ranks in Search.

----- Original Message -----
From: <loyalp@...>
To: <pcgen@...>
Sent: Tuesday, October 09, 2001 4:18 PM
Subject: [pcgen] Re: Githyanzi and Half-Dragon


Somehow

WEAPONAUTO:Sword (Great/Githyanki Silver)|Sword (Great)

and the next line:

FEAT:Weapon Focus (Sword (Great))

were left out when I copied and pasted.

:)

--- In pcgen@y..., loyalp@h... wrote:
Here's the Githyanki entry I've been using. Note that you will
need
to include an entry in your weaponprof.lst for the Githyanki sword.

Githyanki
0
2
2
0
-2
0
Fighter
0
1
HEIGHT:M:73:1:4:0:F:73:1:4:0
WEIGHT:M:165:2:4:F:165:2:4
AGE:15:1:6:1:6:1:6
SIZE:M
MOVE:30
AC:10
LANGAUTO:Common,Githyanki,Draconic
LANGBONUS:ALL
VISION:Darkvision 60'
WEAPONAUTO:Sword (Great/Githyanki Silver)
LEVELADJUSTMENT:2
SAVES:3,3,1
SR:5
SA:Psionics(Sp) At will-clairaudience/clairvoyance,dimension
door,mage hand,telekinesis,plane shift (once/day at 8th character
level),Spell Resistance(Ex) 5+1/level
BONUS:SKILL|Craft (Armorsmithing)|2
BONUS:SKILL|Craft (Weaponsmithing)|2
BONUS:SKILL|Search|4




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Re: 1/x hit die creatures

merton_monk
 

You are quite correct with your assessment. In 'default' mode PCGen
should support core rules with very few exceptions (one obvious one
is we let you advance as many levels as you want before selecting
skills,feats,spells,etc.). The official lst files will always be
true to the official rules. We will, however, make allowances so
others can implement their own lst files using modified rules. In
many cases it's easy to support both 'official' and 'house' rules
with the same code if it's genericized and abstracted properly.

-Bryan

--- In pcgen@y..., "Vance" <clubvance@m...> wrote:

It is my impression that PCGen will first try to keep up with
"published"
material......as published. If some want to try their hand at
making a
custom template, feel free. Then submit it under a Altered
Creature.lst
heading. Such altered versions should not go in the "standard"
release.
<gets his 8 copper change from his silver piece>

VR

Re: Skill Tracker

merton_monk
 

I'm certainly all for gleaning ideas from other apps. Since my time
is really quite limited, could someone make a screenshot or two of
heroforge's skill tracker page so I could see how it's handled? If
anyone has a bright idea on how to improve the interface of PCGen,
I'm always open to suggestions. If you have the time, java skill,
and motivation, I'm always glad for any additional help! :)

-Bryan