Skip to search.

Breaking News Visit Yahoo! News for the latest.

×Close this window

PCGenListFileHelp · PCGen List File & Documentation Help

The Yahoo! Groups Product Blog

Check it out!

Group Information

  • Members: 1790
  • Category: Open Source
  • Founded: Jan 1, 2002
  • Language: English
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Real people. Real stories. See how Yahoo! Groups impacts members worldwide.

Messages

Advanced
Messages Help
Messages 14884 - 14913 of 23468   Oldest  |  < Older  |  Newer >  |  Newest
Messages: Show Message Summaries Sort by Date ^  
#14884 From: Stefan Radermacher <radermacher@...>
Date: Sat Feb 2, 2008 1:00 pm
Subject: BONUS:SIZEMOD|NUMBER|x
zaister
Send Email Send Email
 
Do we have a way of increasing a creatures size *without* adding in the
abilites bonuses that come along with the BONUS:SIZEMOD|NUMBER|x tag? I'm
trying to implement some templates that grand a charater a size increase and
a fixed Strength bonus, but this token always applies a size dependent
increase as well. Is there a way, or would we have to implement that in code?

Regards,
Stefan.

#14885 From: Andrew Maitland <drew0500@...>
Date: Sat Feb 2, 2008 2:48 pm
Subject: Re: BONUS:SIZEMOD|NUMBER|x
Drew0500
Send Email Send Email
 
No. You'd need to cancel out the bonuses granted from the size change.

The Size Modifier are found in the gamemode.

Stefan Radermacher wrote:
> Do we have a way of increasing a creatures size *without* adding in the
> abilites bonuses that come along with the BONUS:SIZEMOD|NUMBER|x tag? I'm
> trying to implement some templates that grand a charater a size increase and
> a fixed Strength bonus, but this token always applies a size dependent
> increase as well. Is there a way, or would we have to implement that in code?
>
> Regards,
> Stefan.
>
>
>
> Yahoo! Groups Links
>
>
>
>
>

--
~ Andrew Maitland (LegacyKing)
~ Admin Silverback, PCGen Board of Directors
~ Data Gibbon, Tracker Gibbon, Docs Lemur
"Quick-Silverback Tracker Monkey"

#14886 From: Eddy Anthony <eddyba@...>
Date: Sat Feb 2, 2008 3:03 pm
Subject: Re: BONUS:SIZEMOD|NUMBER|x
mosat22
Send Email Send Email
 
Stefan Radermacher scribed:

> Do we have a way of increasing a creatures size *without* adding in the
> abilites bonuses that come along with the BONUS:SIZEMOD|NUMBER|x tag? I'm
> trying to implement some templates that grand a charater a size increase and
> a fixed Strength bonus, but this token always applies a size dependent
> increase as well. Is there a way, or would we have to implement that in code?

For templates you can also use the SIZE tag, although you will probably
still have the same problem. I don't see any other way to do it besides
having counter bonuses, if you are very clever you can do it all in one
formula.
--
~ Eddy Anthony (MoSaT)
~ Chair Monkey, PCGen Board of Directors
~ Data Content Second, Doc Chimp, OS Tamarin

#14887 From: Stefan Radermacher <radermacher@...>
Date: Sat Feb 2, 2008 3:31 pm
Subject: Re: BONUS:SIZEMOD|NUMBER|x
zaister
Send Email Send Email
 
On Saturday 02 February 2008 16:03:24 Eddy Anthony wrote:
> For templates you can also use the SIZE tag, although you will probably
> still have the same problem. I don't see any other way to do it besides
> having counter bonuses, if you are very clever you can do it all in one
> formula.

I don't think something like this would actually work: SIZE:L|PRESIZE:M.
Canceling the bonuses by counterbonuses is also difficult since the bonuses
vary by original size.

I think it would be easier to expand the BONUS tag by creating a version of
that only changes the size. what do you think? What could be a fitting
syntax?

Regards,
Stefan.

#14888 From: Eddy Anthony <eddyba@...>
Date: Sat Feb 2, 2008 3:52 pm
Subject: Re: BONUS:SIZEMOD|NUMBER|x
mosat22
Send Email Send Email
 
Stefan Radermacher scribed:

> On Saturday 02 February 2008 16:03:24 Eddy Anthony wrote:
>> For templates you can also use the SIZE tag, although you will probably
>> still have the same problem. I don't see any other way to do it besides
>> having counter bonuses, if you are very clever you can do it all in one
>> formula.
>
> I don't think something like this would actually work: SIZE:L|PRESIZE:M.
> Canceling the bonuses by counterbonuses is also difficult since the bonuses
> vary by original size.

You are right that that won't work but looking at the docs entry for SIZE in
templates it says you can use a number or formula and gives the example of
SIZE:max(AnimalSize,SIZE). Now I know that won't work because it's circular,
the SIZE variable changes to whatever the SIZE template tag sets it to so
you can't use it there.

You could do it by creating hidden templates (one for each size) PRESIZE the
templates and call them from the main template with a TEMPLATE:CHOOSE, that
would work.

> I think it would be easier to expand the BONUS tag by creating a version of
> that only changes the size. what do you think? What could be a fitting
> syntax?

This may be useful, there are spells like enlarge person which present the
same problem. How about BONUS:TEMPSIZE with the same syntax as
BONUS:SIZEMOD?
--
~ Eddy Anthony (MoSaT)
~ Chair Monkey, PCGen Board of Directors
~ Data Content Second, Doc Chimp, OS Tamarin

#14889 From: "taluroniscandar" <mhgj@...>
Date: Sat Feb 2, 2008 5:51 pm
Subject: Re: BONUS:SIZEMOD|NUMBER|x
taluroniscandar
Send Email Send Email
 
I will note (for those who haven't been around as long) that this
issue has come up before.

If you search back on the yahoo forums (which one I can't recall)
there was a discussion about this due to the Enlarge Person and Animal
Growth spells. I wasn't directly involved but I believe someone came
up with a work around which may still be usable.

#14890 From: "taluroniscandar" <mhgj@...>
Date: Sat Feb 2, 2008 5:52 pm
Subject: Re: BONUS:SIZEMOD|NUMBER|x
taluroniscandar
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, "taluroniscandar" <mhgj@...>
wrote:
>
> I will note (for those who haven't been around as long) that this
> issue has come up before.
>
> If you search back on the yahoo forums (which one I can't recall)
> there was a discussion about this due to the Enlarge Person and Animal
> Growth spells. I wasn't directly involved but I believe someone came
> up with a work around which may still be usable.
>
Oh and Wild Shape was causing the same problem.

#14891 From: Stefan Radermacher <radermacher@...>
Date: Sat Feb 2, 2008 6:23 pm
Subject: Re: Re: BONUS:SIZEMOD|NUMBER|x
zaister
Send Email Send Email
 
On Saturday 02 February 2008 18:52:48 taluroniscandar wrote:
> > I will note (for those who haven't been around as long) that this
> > issue has come up before.
> >
> > If you search back on the yahoo forums (which one I can't recall)
> > there was a discussion about this due to the Enlarge Person and Animal
> > Growth spells. I wasn't directly involved but I believe someone came
> > up with a work around which may still be usable.
>
> Oh and Wild Shape was causing the same problem.

Sounds to me like a good idea to implement this. :)

Stefan.

#14892 From: "Ken Coar" <coar@...>
Date: Sun Feb 3, 2008 5:10 am
Subject: CHOOSE 1spell/level from a template?
the_rodent_o...
Send Email Send Email
 
Some situations that would ordinarily be addressed by a template are
baffling me.  For example, consider a Chosen of Mystra.  The PC gets
to choose one arcane spell immunity and one arcane spell-like ability
for each character level.  A PC that can cast 4th level spells would
have one 0-level immunity and one 0-level spell-like ability, and the
same for each of 1st through 4th level spells.  When he advanced to
the point of being able to cast 5th-level spells, he would be able to
choose an immunity and a spell-like ability from the 5th-level spell list.

How on Earth would that be represented in a template?  Or is a
template not the way to go?  Chosen-ness isn't a class, so the level
progression ability of the class definition mechanism doesn't work (I
don't think)..

Thanks!

#14893 From: Andrew Maitland <drew0500@...>
Date: Sun Feb 3, 2008 6:35 am
Subject: Re: CHOOSE 1spell/level from a template?
Drew0500
Send Email Send Email
 
Ken Coar wrote:
> Some situations that would ordinarily be addressed by a template are
> baffling me.  For example, consider a Chosen of Mystra.  The PC gets
> to choose one arcane spell immunity and one arcane spell-like ability
> for each character level.  A PC that can cast 4th level spells would
> have one 0-level immunity and one 0-level spell-like ability, and the
> same for each of 1st through 4th level spells.  When he advanced to
> the point of being able to cast 5th-level spells, he would be able to
> choose an immunity and a spell-like ability from the 5th-level spell list.
>
> How on Earth would that be represented in a template?  Or is a
> template not the way to go?  Chosen-ness isn't a class, so the level
> progression ability of the class definition mechanism doesn't work (I
> don't think)..
>

It all depends on the following:
1) Does the character get a choice of both for every spell level he can
cast 0th thru xth, or is it dependent upon character level?

2) Is the chosen-ness factor in when he first gets chosen, or is it
retro active... (Sorry don't have the source book in front of me)

You can do it - but the CHOOSE:SPELLS thing is still being worked out on
_experimental. We have an older CHOOSE spells deal...

So, the answer is yes (it can be done), and yes you can use templates,
OR special feats, or even abilities. I like templates since they have
some features that aren't available in feats.... like the LEVEL tag.
> Thanks!
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>

--
~ Andrew Maitland (LegacyKing)
~ Admin Silverback, PCGen Board of Directors
~ Data Gibbon, Tracker Gibbon, Docs Lemur
"Quick-Silverback Tracker Monkey"

#14894 From: "Ken Coar" <coar@...>
Date: Sun Feb 3, 2008 6:36 am
Subject: Adding spellcaster ability in a template?
the_rodent_o...
Send Email Send Email
 
PCGen 5.12.1

I would like to have a template be able to confer a spellcasting
ability on a PC whether he has it already or not.  For example, adding
the template to a fighter would give him the ability to cast arcane
spells at his CL.

In my custom template file, I've tried ADD:SPELLCASTER, BONUS:PCLEVEL,
BONUS:CASTERLEVEL, and I don't know what-all else -- but although
there's no complaint from PCGen, neither does it show up that he's
able to cast arcane spells.

Is this possible?

#14895 From: Andrew Maitland <drew0500@...>
Date: Sun Feb 3, 2008 6:43 am
Subject: Re: Adding spellcaster ability in a template?
Drew0500
Send Email Send Email
 
Um, yes...

I'm not sure if it is fully supported though, cause you need to have a
little tag called "SPELLLIST:1|ClassIWantToDuplicateHere"

Or use SPELLLEVEL: tag

Ken Coar wrote:
> PCGen 5.12.1
>
> I would like to have a template be able to confer a spellcasting
> ability on a PC whether he has it already or not.  For example, adding
> the template to a fighter would give him the ability to cast arcane
> spells at his CL.
>
> In my custom template file, I've tried ADD:SPELLCASTER, BONUS:PCLEVEL,
> BONUS:CASTERLEVEL, and I don't know what-all else -- but although
> there's no complaint from PCGen, neither does it show up that he's
> able to cast arcane spells.
>
> Is this possible?
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>

--
~ Andrew Maitland (LegacyKing)
~ Admin Silverback, PCGen Board of Directors
~ Data Gibbon, Tracker Gibbon, Docs Lemur
"Quick-Silverback Tracker Monkey"

#14896 From: "Ken Coar" <coar@...>
Date: Sun Feb 3, 2008 6:45 am
Subject: Re: CHOOSE 1spell/level from a template?
the_rodent_o...
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, Andrew Maitland
<drew0500@...> wrote:
>
> It all depends on the following:
> 1) Does the character get a choice of both for every spell
>    level he can cast 0th thru xth, or is it dependent upon
>    character level?

I'm not sure what you mean.  He gets a choice of one of each for
each level of spell he can cast.  Once selected they're immutable.
Does that answer the question?

> 2) Is the chosen-ness factor in when he first gets chosen, or is it
> retro active... (Sorry don't have the source book in front of me)

If he can cast 4th level spells when he's Chosen, he gets to
pick the immunity/spell-like abilities for levels 0-4 at any time
thereafter.  Once.  He can pick the 0th-level at time t, and
pick the 4th-level ones at time t+n, and the 1st, 2nd, and 3rd
at time t+x.  Or all of them at once.  Once he's Chosen he
can pick them at any point thereafter.

> So, the answer is yes (it can be done), and yes you can
> use templates, OR special feats, or even abilities. I like
> templates since they have some features that aren't available
> in feats.... like the LEVEL tag.

I like templates as well.

So.. This is PCGen 5.12.1 (forgot to mention it).  How would
I do it with the released package?

Thanks!

#14897 From: "Ken Coar" <coar@...>
Date: Sun Feb 3, 2008 6:57 am
Subject: Re: Adding spellcaster ability in a template?
the_rodent_o...
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, Andrew Maitland
<drew0500@...> wrote:
>
> Um, yes...
>
> I'm not sure if it is fully supported though, cause you
> need to have a little tag called
> "SPELLLIST:1|ClassIWantToDuplicateHere"

PCGen gritches about SPELLLIST in a template definition.  No joy
there.  (That is, the application window wherein Java is running
makes complaint about it.)

> Or use SPELLLEVEL: tag

SPELLLEVEL:CLASS|Wizard=0|Light (as a starter) had no apparent effect.
No arcane/wizard categories appeared in the class list on the Spells
tab.  (I'm trying this on a Cleric; only the Cleric info showed up
in the box in the lower-right corner of the Spells tab.)

Both of those tags appear to be related to class and subclass
definitions, and unsuited to template..

#14898 From: "Barak" <barak@...>
Date: Sun Feb 3, 2008 11:43 am
Subject: RE: Re: Adding spellcaster ability in a template?
barak20021
Send Email Send Email
 
> -----Original Message-----
> SPELLLEVEL:CLASS|Wizard=0|Light (as a starter) had no apparent effect.
> No arcane/wizard categories appeared in the class list on the Spells
> tab.  (I'm trying this on a Cleric; only the Cleric info showed up
> in the box in the lower-right corner of the Spells tab.)

Well, that would be because you added it to the Wizard class spell list
(hence the Wizard=0 in the tag).  Unless you take a level in Wizard you
won't see it.

If you want to create a Fighter list you would put "Fighter=0".  That has
other issues though...  Namely that they don't have a defined spell stat or
a known and cast definition.

You could use the SPELLS tag:

SPELLS:Arcane Ability|TIMES=3|CASTERLEVEL=var("CL=Fighter")|Light

Or, you could go like this:

ADD:SPELLCASTER|Wizard
BONUS:PCLEVEL|Wizard|var("CL=Fighter")-1

Barak

#14899 From: "taluroniscandar" <mhgj@...>
Date: Sun Feb 3, 2008 5:03 pm
Subject: Re: Adding spellcaster ability in a template?
taluroniscandar
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, "Ken Coar" <coar@...> wrote:
>
> PCGen 5.12.1
>
> I would like to have a template be able to confer a spellcasting
> ability on a PC whether he has it already or not.  For example, adding
> the template to a fighter would give him the ability to cast arcane
> spells at his CL.
>
> In my custom template file, I've tried ADD:SPELLCASTER, BONUS:PCLEVEL,
> BONUS:CASTERLEVEL, and I don't know what-all else -- but although
> there's no complaint from PCGen, neither does it show up that he's
> able to cast arcane spells.
>
> Is this possible?
>

AFAIK, no.

The only way to add class-progression like spellcasting ability is
within classes. Alot of pcgen-internal casting infomation can only be
set inside a class definition. Spell stat, spell type and spell slot
progression only work from a class.lst file.

This is why the monster-casting progression (monsters that can "Cast
spells as an Nth level Sorcerer" ex naga's) have monster class
progressions (ex see rsrd_classes_monsters_specific.lst file)

Not to say that you don't have some options that will work:
You can -
1. use the SPELLS tag in a template to add a number of spell-like
abilities
2. setup a monster class progression similar to the above if you want
to give actual level-based casting ability
3. .MOD the fighter class to add casting ability
4. create a fighter like class with casting ability and exchange
fighter levels for it.

#14900 From: "David R. Bender" <Papa-DRB@...>
Date: Sun Feb 3, 2008 6:06 pm
Subject: Equipment Mods
papa_drb
Send Email Send Email
 
I am trying to code up 2 very special longswords for my campaign and am
having two problems.

The swords have 10 levels worth of special Feats, pluses, etc.

1) How do I add (v)FEATS at different levels?
2) At level 3 both are +1 longswords (with other stuff), but if *BOTH*
are wielded, they are +2. How do I code that?

thanks!

-- David
Papa-DRB

Grognard <http://en.wikipedia.org/wiki/Grognard>
My better half and me <http://home.hvc.rr.com/davidstuff/Nana-and-Papa2.JPG>

#14901 From: "Barak" <barak@...>
Date: Sun Feb 3, 2008 6:56 pm
Subject: RE: Equipment Mods
barak20021
Send Email Send Email
 
> -----Original Message-----
> 1) How do I add (v)FEATS at different levels?

VFEAT:Feat|PREVARGTEQ:TL,#

> 2) At level 3 both are +1 longswords (with other stuff), but if *BOTH*
> are wielded, they are +2. How do I code that?

BONUS:WEAPON|TOHIT,DAMAGE|1
BONUS:WEAPON|TOHIT,DAMAGE|1|PREEQUIP:1,Other Equipment

Barak

#14902 From: Andrew Maitland <drew0500@...>
Date: Sun Feb 3, 2008 7:44 pm
Subject: Re: Re: CHOOSE 1spell/level from a template?
Drew0500
Send Email Send Email
 
5.12.1 eh....

I'm trying to remember which choosers worked at 5.12.1

I'm thinking the safest BET would be to use CHOOSE:USERINPUT it's not as
"spiffy" or "nice" as an actual choose x level spells, but AFAIK the
CHOOSE:SPELLS wasn't working correctly (and still might not be working ATM)

What CHOOSE:USERINPUT will do though is allow you to enter anything you
want (SO GM Policing will be required)

I'd recommend the CHOOSE:USERINPUT for the Spell-like ability anyways,
since we don't have any way to select one.

Now, as to how:

Make your own Template File(s)

Chosen of Blah ~ Level 0
VISIBLE:YES
TYPE:Chosen
CHOOSE:USERINPUT|1|TITLE="Spell Choice for Chosen at 0th Level"
CHOOSE:USERINPUT|1|TITLE="Spell-like Ability for Chosen at 0th"

-
Repeat for each level.
---
Then each time you take the template you'll get two pop ups, where you
enter whatever you want.


That's an example. You can also do the same with a COST:0 feat, or if
you wanted to be very complex you could setup up the Template to add the
feat(s) at each Spell level.

But, again, it all depends on how much work you want to put into it.

To be honest, unless the program supports it (Which we are currently
developing over on experimental), I'd just put the choices in the
character notes.

But do check out the discussion if you're curious on the experimental list.




Ken Coar wrote:
> --- In PCGenListFileHelp@yahoogroups.com, Andrew Maitland
> <drew0500@...> wrote:
>
>> It all depends on the following:
>> 1) Does the character get a choice of both for every spell
>>    level he can cast 0th thru xth, or is it dependent upon
>>    character level?
>>
>
> I'm not sure what you mean.  He gets a choice of one of each for
> each level of spell he can cast.  Once selected they're immutable.
> Does that answer the question?
>
>
>> 2) Is the chosen-ness factor in when he first gets chosen, or is it
>> retro active... (Sorry don't have the source book in front of me)
>>
>
> If he can cast 4th level spells when he's Chosen, he gets to
> pick the immunity/spell-like abilities for levels 0-4 at any time
> thereafter.  Once.  He can pick the 0th-level at time t, and
> pick the 4th-level ones at time t+n, and the 1st, 2nd, and 3rd
> at time t+x.  Or all of them at once.  Once he's Chosen he
> can pick them at any point thereafter.
>
>
>> So, the answer is yes (it can be done), and yes you can
>> use templates, OR special feats, or even abilities. I like
>> templates since they have some features that aren't available
>> in feats.... like the LEVEL tag.
>>
>
> I like templates as well.
>
> So.. This is PCGen 5.12.1 (forgot to mention it).  How would
> I do it with the released package?
>
> Thanks!
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>

--
~ Andrew Maitland (LegacyKing)
~ Admin Silverback, PCGen Board of Directors
~ Data Gibbon, Tracker Gibbon, Docs Lemur
"Quick-Silverback Tracker Monkey"



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

#14903 From: Andrew Wilson <andrew@...>
Date: Sun Feb 3, 2008 10:07 pm
Subject: Removing automatic feats
ytitendi
Send Email Send Email
 
Hi

I have the following in a lst file

CLASS:Wizard.MOD
1<tab>AUTO:FEAT|.CLEAR.Summon Familiar

These are also present on a class level 1 line
1:<tab>SAB:Wizard Level %|TweakedWizardLevel
BONUS:TweakedWizardLevel|CL
DEFINE:TweakedWizardLevel|0

Sure enough I get "Wizard Level 5" in my Special Abiltiies output, but
I still get asked to choose a Familiar.  Is the clear broken or am I doing
something wrong?

andrew

#14904 From: "Tom Parker" <thpr@...>
Date: Sun Feb 3, 2008 10:23 pm
Subject: Re: Removing automatic feats
thpr
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, Andrew Wilson <andrew@...>
wrote:
>
> Hi
>
> I have the following in a lst file
>
> CLASS:Wizard.MOD
> 1<tab>AUTO:FEAT|.CLEAR.Summon Familiar
>
> These are also present on a class level 1 line
> 1:<tab>SAB:Wizard Level %|TweakedWizardLevel
> BONUS:TweakedWizardLevel|CL
> DEFINE:TweakedWizardLevel|0
>
> Sure enough I get "Wizard Level 5" in my Special Abiltiies output, but
> I still get asked to choose a Familiar.  Is the clear broken or am I
doing
> something wrong?
>
> andrew
>

AUTO:FEAT did not respect .CLEAR. (it was broken) until I checked in a
fix about 36 hrs ago.  Unless you are using the absolute latest
autobuild, it will not work.

TP.

#14905 From: Andrew Wilson <andrew@...>
Date: Sun Feb 3, 2008 10:26 pm
Subject: Re: Removing automatic feats
ytitendi
Send Email Send Email
 
On Sun, Feb 03, 2008 at 10:07:28PM +0000, Andrew Wilson wrote:
> Hi
>
> I have the following in a lst file
>
> CLASS:Wizard.MOD
> 1<tab>AUTO:FEAT|.CLEAR.Summon Familiar
>
> These are also present on a class level 1 line
> 1:<tab>SAB:Wizard Level %|TweakedWizardLevel
> BONUS:TweakedWizardLevel|CL
> DEFINE:TweakedWizardLevel|0
>
> Sure enough I get "Wizard Level 5" in my Special Abiltiies output, but
> I still get asked to choose a Familiar.  Is the clear broken or am I doing
> something wrong?

Of course that second line is comming from the template it used to be
in.  So, this isn't having any effect on the wizard class at all.  I'm
just not getting this at all, how do you mod a class level line?

andrew

#14906 From: Andrew Wilson <andrew@...>
Date: Sun Feb 3, 2008 10:27 pm
Subject: Re: Re: Removing automatic feats
ytitendi
Send Email Send Email
 
On Sun, Feb 03, 2008 at 10:23:47PM -0000, Tom Parker wrote:
> AUTO:FEAT did not respect .CLEAR. (it was broken) until I checked in a
> fix about 36 hrs ago.  Unless you are using the absolute latest
> autobuild, it will not work.

Ah, right thanks.  I'm using 5.13.8  I'll go build the copy of the
sources I have and see if I can figure it out.

andrew

#14907 From: Lachlan MacLean <lachlanmaclean@...>
Date: Mon Feb 4, 2008 2:26 am
Subject: Modifying Skills and Abilityies
Justice_aWo
Send Email Send Email
 
Hi all

I have been trying to find what I want to do in the .lst files and in
the help pages but I must be missing it.

I want to give my character an ability modifier without giving the
extra stuff associated with it and a skill modifier based on that
same modifier.
(let me elaborate: the template I want will give an ability bonus of
+1 for checks and skills based on that ability but does not actually
change the ability stat itself.)


IE he has a STR bonus of +1 to skill rolls and ability rolls but
damage is not affected by the +1

Lachlan

#14908 From: Andrew Maitland <drew0500@...>
Date: Mon Feb 4, 2008 2:33 am
Subject: Re: Modifying Skills and Abilityies
Drew0500
Send Email Send Email
 
BONUS:SKILL|TYPE.Strength|1

Lachlan MacLean wrote:
> Hi all
>
> I have been trying to find what I want to do in the .lst files and in
> the help pages but I must be missing it.
>
> I want to give my character an ability modifier without giving the
> extra stuff associated with it and a skill modifier based on that
> same modifier.
> (let me elaborate: the template I want will give an ability bonus of
> +1 for checks and skills based on that ability but does not actually
> change the ability stat itself.)
>
>
> IE he has a STR bonus of +1 to skill rolls and ability rolls but
> damage is not affected by the +1
>
> Lachlan
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>

--
~ Andrew Maitland (LegacyKing)
~ Admin Silverback, PCGen Board of Directors
~ Data Gibbon, Tracker Gibbon, Docs Lemur
"Quick-Silverback Tracker Monkey"



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

#14909 From: "taluroniscandar" <mhgj@...>
Date: Mon Feb 4, 2008 2:36 am
Subject: Re: Adding spellcaster ability in a template?
taluroniscandar
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, "taluroniscandar" <mhgj@...>
wrote:
>
> --- In PCGenListFileHelp@yahoogroups.com, "Ken Coar" <coar@> wrote:
> >
> > PCGen 5.12.1
> >
> > I would like to have a template be able to confer a spellcasting
> > ability on a PC whether he has it already or not.  For example, adding
> > the template to a fighter would give him the ability to cast arcane
> > spells at his CL.
> >
> > In my custom template file, I've tried ADD:SPELLCASTER, BONUS:PCLEVEL,
> > BONUS:CASTERLEVEL, and I don't know what-all else -- but although
> > there's no complaint from PCGen, neither does it show up that he's
> > able to cast arcane spells.
> >
> > Is this possible?
> >
>
> AFAIK, no.
>
> The only way to add class-progression like spellcasting ability is
> within classes. Alot of pcgen-internal casting infomation can only be
> set inside a class definition. Spell stat, spell type and spell slot
> progression only work from a class.lst file.
>
> This is why the monster-casting progression (monsters that can "Cast
> spells as an Nth level Sorcerer" ex naga's) have monster class
> progressions (ex see rsrd_classes_monsters_specific.lst file)
>
> Not to say that you don't have some options that will work:
> You can -
> 1. use the SPELLS tag in a template to add a number of spell-like
> abilities
> 2. setup a monster class progression similar to the above if you want
> to give actual level-based casting ability
> 3. .MOD the fighter class to add casting ability
> 4. create a fighter like class with casting ability and exchange
> fighter levels for it.
>

I just noticed this so I thought I would mention it.
Epic Spellcasting is implemented in pcgen using method #2 and can give
you an example to work from.

#14910 From: Nigel Bennington <nigel@...>
Date: Tue Feb 5, 2008 6:14 pm
Subject: Help with implementing a class feature
coromiruk
Send Email Send Email
 
Hi guys,

Hoping someone can offer me some suggestions with how to implement a
class feature for my homebrew datasets.

Class Foo is an arcane spellcasting class, with spontaneous casting as a
sorcerer has, but that automatically knows all spells on the class spell
list, like a cleric does.

I've implemented the class in all regards except one, as follows:

Three times during class progression, the class receives a class ability
, let's call it Bar, that works ass follows:

The character may select a new spell, and add it to his class spell
list, the spell must be a sorcerer/wizard spell from either the Illusion
or Enchantment schools, and can be of any level up to the highest level
the character can currently cast.

I've searched through the docs, and I just can't see how to implement
this, CHOOSE:SPELL won't work, because I can't restrict the school with
that :(

Using PCGEN 5.10.1

Thanks in anticipation,

Coromir

#14911 From: "taluroniscandar" <mhgj@...>
Date: Tue Feb 5, 2008 9:00 pm
Subject: Re: Help with implementing a class feature
taluroniscandar
Send Email Send Email
 
> Hi guys,
>
> Hoping someone can offer me some suggestions with how to implement
a
> class feature for my homebrew datasets.
>
> Class Foo is an arcane spellcasting class, with spontaneous casting
as a
> sorcerer has, but that automatically knows all spells on the class
spell
> list, like a cleric does.
>
> I've implemented the class in all regards except one, as follows:
>
> Three times during class progression, the class receives a class
ability
> , let's call it Bar, that works ass follows:
>
> The character may select a new spell, and add it to his class spell
> list, the spell must be a sorcerer/wizard spell from either the
Illusion
> or Enchantment schools, and can be of any level up to the highest
level
> the character can currently cast.
>
> I've searched through the docs, and I just can't see how to
implement
> this, CHOOSE:SPELL won't work, because I can't restrict the school
with
> that :(
>
> Using PCGEN 5.10.1
>
> Thanks in anticipation,
>
> Coromir
>

It cannot currently be done as there is not a full featured spell
chooser in pcgen.

The spec is currently being written (over on pcgen experimental) for
a basic spell chooser. Until then there not alot to be done.

There is a CHOOSE:USERINPUT which allows you to simply type in the
name of what you want. A sorta work-around to at least get the name
of the spell on the character sheet. I'm not sure thats available in
5.10 though. I think it was added in 5.12 (hm, docs say 5.11.9).

In 5.10.1 your best bet is probably to code a specific 0 cost feat
for the player using the class. Find out what spell he wants and code
a feat specifically for that spell.

#14912 From: Lachlan MacLean <lachlanmaclean@...>
Date: Wed Feb 6, 2008 11:26 am
Subject: PCGen error..
Justice_aWo
Send Email Send Email
 
Hi all,

PCGen 5.12.1

I created a domain along with two spells for that domain.  I created
a prestige class that grants the character a 3rd free domain..

When I add the 3rd domain to my character, pcgen gives me one long
massive error message in the console and will not let me save the character.

I have uploaded everything that should be relevant (let me know if
more is needed) to the pcgenhelplist files "completekrondorl.zip".

Can someone please let me know if adding a 3rd domain is actually
allowed in pcgen or is that a bug.  OR did I do something wrong with
my lst files..

Thanks...

Lachlan

#14913 From: "taluroniscandar" <mhgj@...>
Date: Wed Feb 6, 2008 2:45 pm
Subject: Re: PCGen error..
taluroniscandar
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, Lachlan MacLean
<lachlanmaclean@...> wrote:
>
> Hi all,
>
> PCGen 5.12.1
>
> I created a domain along with two spells for that domain.  I
created
> a prestige class that grants the character a 3rd free domain..
>
> When I add the 3rd domain to my character, pcgen gives me one long
> massive error message in the console and will not let me save the
character.
>
> I have uploaded everything that should be relevant (let me know if
> more is needed) to the pcgenhelplist files "completekrondorl.zip".
>
> Can someone please let me know if adding a 3rd domain is actually
> allowed in pcgen or is that a bug.  OR did I do something wrong
with
> my lst files..

A couple of notes
in spells:
Probably shouldn't have CUSTOM in the TYPE
and have Divine as that is the standard (not all CAPs).
As the KEY and name are the same no real need for the KEY.

in classes:
odd BAB on the first one (CL-1)?
Also, personally I would put a return/line feed between class
designations. Pcgen can be, um, snitty, about formatting sometimes
and with # commenting out each line between, you technically have no
break between classes.

in domains:
KEY and name same, prob don't need KEY.
No TYPE in domains ATM (current freq though), prob erroring out your
domain. Come to think of it not sure KEY active in domain files. Hm,
seems to have been made by the internal domain lst editor. Some of
those...need work. Not sure about domain editor personally.

The error that you are receiving is an Ability error not a domain
error. Could be some other problem that is just showing up here. Are
you using any newer 5.12/13 lst files?

BTW, Domains have had problems in the past. BONUS:DOMAINS didn't
work, could never have more than two, only with clerics, etc. Some of
those were resolved, in 5.8 I think. Don't know much about 5.10
personally, skipped from 5.9 to 5.13.

One thing you can try is too turn on debug on the main menu then load
just these lst files. Any specific errors with them should be pointed
out.

Messages 14884 - 14913 of 23468   Oldest  |  < Older  |  Newer >  |  Newest
Add to My Yahoo!      XML What's This?

Copyright © 2010 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines NEW - Help