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#21100 From: "torryschreiner" <torryschreiner@...>
Date: Tue Feb 1, 2011 8:08 am
Subject: Re: SPROP substitution value issue
torryschreiner
Send Email Send Email
 
It is planned behavior that variables used by substitutions are evaluated as
part of the qualifier to determine whether or not the SPROP shows?  Can I ask
what the logic behind this is since it seems completely broken to me.  I come
from a C/Perl background and this is like saying printf will output absolutely
nothing if all of the  variables in the parameter list evaluate to a value of
zero.

If I were to write this parser, I would treat the SPROP as a '|' delimited
stack:
1. Shift display text off of stack
2. Process display text looking for substitutions.  If % found, shift
variable/equation off of stack, evaluate and substitute value.
3. Repeat step 2 until no substitutions remain.
4. Process remainder of the slack as qualifiers.  Evaluate each stack member
into TRUE/FALSE value and AND resulting values together.

Also, besides adding another substitution that can't equal zero, how else can I
deal with this "feature"?

--- In PCGenListFileHelp@yahoogroups.com, "Barak" <barak@...> wrote:
>
> > -----Original Message-----
> > I have a work around (insert a substitution that will never equal 0)
> > but this should probably get fixed just in case there was any parsing
> > code being recycled into version 6.
>
> Umm, fixed?  That's planned behavior.
>
> Granted, older, but still planned behavior.
>
> Barak
>

#21101 From: Andrew Maitland <drew0500@...>
Date: Tue Feb 1, 2011 1:16 pm
Subject: Re: Re: SPROP substitution value issue
Drew0500
Send Email Send Email
 
Hi,

First off - you're talking to the non-Java coders on this list. All the actual
coders hang out over
on the Developer list, so telling us something in code speak isn't really going
to help - I only
understood about half of what you were talking about - stacks traces are errors
I deal with, Stacks,
shifting, etc, you kinda lost me. Since this group is meant to help people make
their own Data Sets
and that has nothing to do with Bugs, Feature Requests on the Code Side, or
anything else code
related, they don't monitor this group.

Coder for PCGen = Java Programmers
Data Monkeys = LST Coding which is an internal language developed specifically
to adhere to the OGL
terms of being easily understood by humans.

Now, as to answer why this is expected behavior - The Substitutions and
everything else behind the
Pipe have a two fold function. The First Being to Qualify if to display the
Text, If the Answer is
Null for the Substitutions (Zero) then it won't display, if the PRExxx is not
met, it will not
display. So, everything after the PIPE '|' is essentially a Display Qualifier or
PRExxx in that regard.
Secondarily, the Substitutions grants a dynamic number. I believe this was a
later addition of a new
feature being added, so the "expected behavior" would be the natural progression
of this path. That
is what makes logical sense to me. However, I cannot speak with any clarity as I
wasn't present when
this came into being.

So while it might not be perfect, it's the expected behavior since at least 5.4
and earlier.

The Final Answer to the work around, is as you stated, make sure you don't have
zero for all your
values. If you expect this will happen but still need the text to display, have
a secondary
substitution that isn't in the text.

DEFINE:DisplayAlways|1

SPROP:Your Text %, more of the text %|Sub1|Sub2|DisplayAlways|PREALIGN:LG

As to why this was implemented in this fashion? Again, I cannot say, I wasn't
part of the planning
process. That is before I joined the team. Should the behavior be re-evaluated?
If you think it
should then open a Feature Request and explain the pros and cons. Mind you since
this affects
existing data and is established precedent, you'll likely have some strong push
back. But that
shouldn't stifle good ideas.

If you want to get a Java Coders attention though, you need to post bug reports
like this on the
correct list. PCGen Main Yahoo Group. If you want to bring up the discussion
with this or other odd
behavior, head over to the Pcgen Developer Yahoo Group. James, Tom and several
of our in-the-wings
code monkeys will be most happy to have a conversation with you. If your really
serious about
changing it, then make the proposal, and submit a patch, join the code team and
improve the program.
[That's abbreviated of course, as any data side change proposed for code would
have to get the data
teams stamp of approval].

Hope that explained everything in perspective. Any further questions don't
hesitate to ask. If it's
code-related though I'll pass you along to the Code team for follow up.

Cheers,

On 2/1/2011 12:08 AM, torryschreiner wrote:
> It is planned behavior that variables used by substitutions are evaluated as
part of the qualifier to determine whether or not the SPROP shows?  Can I ask
what the logic behind this is since it seems completely broken to me.  I come
from a C/Perl background and this is like saying printf will output absolutely
nothing if all of the  variables in the parameter list evaluate to a value of
zero.
>
> If I were to write this parser, I would treat the SPROP as a '|' delimited
stack:
> 1. Shift display text off of stack
> 2. Process display text looking for substitutions.  If % found, shift
variable/equation off of stack, evaluate and substitute value.
> 3. Repeat step 2 until no substitutions remain.
> 4. Process remainder of the slack as qualifiers.  Evaluate each stack member
into TRUE/FALSE value and AND resulting values together.
>
> Also, besides adding another substitution that can't equal zero, how else can
I deal with this "feature"?
>
> --- In PCGenListFileHelp@yahoogroups.com, "Barak"<barak@...>  wrote:
>>> -----Original Message-----
>>> I have a work around (insert a substitution that will never equal 0)
>>> but this should probably get fixed just in case there was any parsing
>>> code being recycled into version 6.
>> Umm, fixed?  That's planned behavior.
>>
>> Granted, older, but still planned behavior.
>>
>> Barak
>>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


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

#21102 From: "FerretDave" <ferret.griffin@...>
Date: Tue Feb 1, 2011 3:24 pm
Subject: Re: SPROP substitution value issue
dave_the_ferret
Send Email Send Email
 
Greetings,
I dont know the original reasoning behind it, however I can see very practical
reasons for it to be this way.

If you're substituting in a variable, and that variable is zero, then the result
is 'nothing'.

An SPROP could be 'you can do this x times per day', or somesuch, and if that
variable comes up zero, then the logic is not to display any of the SPROP at all
rather than than a pointless display of: 'you can do this zero times per day'.

As the experts have pointed out, there's ways to work around this, but by
default, thats the behaviour we expect.

Cheers
D
--- In PCGenListFileHelp@yahoogroups.com, Andrew Maitland <drew0500@...> wrote:
>
>
> DEFINE:DisplayAlways|1
>
> SPROP:Your Text %, more of the text %|Sub1|Sub2|DisplayAlways|PREALIGN:LG
>
> As to why this was implemented in this fashion? Again, I cannot say,

> On 2/1/2011 12:08 AM, torryschreiner wrote:
> > It is planned behavior that variables used by substitutions are evaluated as
part of the qualifier to determine whether or not the SPROP shows?  Can I ask
what the logic behind this is since it seems completely broken to me.  I come
from a C/Perl background and this is like saying printf will output absolutely
nothing if all of the  variables in the parameter list evaluate to a value of
zero.
> >

#21103 From: "Barak" <barak@...>
Date: Tue Feb 1, 2011 3:29 pm
Subject: RE: Re: SPROP substitution value issue
barak20021
Send Email Send Email
 
> -----Original Message-----
> As to why this was implemented in this fashion? Again, I cannot say, I
> wasn't part of the planning
> process. That is before I joined the team. Should the behavior be re-

Well I was around then.  :p

SPROP didn't take PRExxx back then, and no one wanted to see "Grants 0d6
additional damage".  So if all the variables are 0, the SPROP is not
displayed.

Barak

#21104 From: "uishu_shujo" <jester_fool@...>
Date: Tue Feb 1, 2011 4:41 pm
Subject: Re: dividing move in half?
uishu_shujo
Send Email Send Email
 
The Math still seems to not be showing up on the character sheet.  I
guess that's not it.


--- In PCGenListFileHelp@yahoogroups.com, Andrew Maitland <drew0500@...>
wrote:
>
> Hi,
>
>
> BONUS:MOVEMULT|TYPE.Walk|/2   doesn't work?
>
> On 1/30/2011 6:52 AM, uishu_shujo wrote:
> > I'm trying to use some of the flaws from UA, I got the files from
> > experimental and they seem to be outdated.
> >
> > In the slow flaw I had to first change
> > PREMOVE:Walk=20
> > to
> > PREMOVE:1,Walk=20
> >
> > Now, it seems I need to change
> > BONUS:MOVEMULT|TYPE.Walk|.5
> > as the math does not seem to be showing up correctly on the
'character
> > sheet' tab.  So, what do I need to do to half walk speed?
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
> --
> Andrew Maitland (LegacyKing)
> Admin Silverback - PCGen Board of Directors
> Data 2nd, Docs Tamarin, OS Lemur
> Unique Title "Quick-Silverback Tracker Monkey"
> Unique Title "The Torturer of PCGen"
>
>
> [Non-text portions of this message have been removed]
>

#21105 From: "torryschreiner" <torryschreiner@...>
Date: Tue Feb 1, 2011 5:04 pm
Subject: Re: SPROP substitution value issue
torryschreiner
Send Email Send Email
 
Sorry about the code speak.  In perl, the shift command grabs and removes the
first value off of a list.

I see the reasoning behind the current behavior based on history but at the same
time don't feel it was the correct way to handle the situation.  I feel you
would get a more predictable and consistent outcome if the substitution
variables were "consumed" by the act of substitution and removed from the
evaluation of the qualifier list.  If you did want their value(s) evaluated to
determine whether or not to display, you just repeat them later in the list
after the last substitution variable.  In effect, this is kind of the opposite
of the work around Andrew gave but should be easier for new LST file hackers
with a coding background who probably wouldn't assume that the current behavior
is intended, like me.

A documentation update would also help.  I don't see anything in the SPROP
documentation explaining that substitution variables AND the PRExxx tags are
evaluated as the display qualifier or the clue Andrew gave in order to force
display.  The SPROP documentation points to the SAB documentation: "Variable
substitution can be used in the same manor as the SA tag" and the SAB
documentation says: "The Special Ability will not be displayed if the last
variable or formula equals zero."  By extension, one might assume this statement
also applies the SPROP but this is not the case.  SPROP will not display if all
of the substitution variables are equal to zero regardless of the value of the
last variable or formula.  I have not tested the actual SAB behavior.

If I decide to pursue this, I will join the developer list.  I'm useless in Java
and XML but willing to help otherwise if I can.

Thanks.

--- In PCGenListFileHelp@yahoogroups.com, "Barak" <barak@...> wrote:
>
> > -----Original Message-----
> > As to why this was implemented in this fashion? Again, I cannot say, I
> > wasn't part of the planning
> > process. That is before I joined the team. Should the behavior be re-
>
> Well I was around then.  :p
>
> SPROP didn't take PRExxx back then, and no one wanted to see "Grants 0d6
> additional damage".  So if all the variables are 0, the SPROP is not
> displayed.
>
> Barak
>

#21106 From: Andrew Maitland <drew0500@...>
Date: Tue Feb 1, 2011 5:34 pm
Subject: Re: Re: dividing move in half?
Drew0500
Send Email Send Email
 
Hi,

email me the code you have, there is a trick I know of, but I'm not remembering
right off the top of
my head.

Also, which version are you trying this in?  I recall we had a bug with the 5.16
line that was fixed
at least in the Trunk.


On 2/1/2011 8:41 AM, uishu_shujo wrote:
> The Math still seems to not be showing up on the character sheet.  I
> guess that's not it.
>
>
> --- In PCGenListFileHelp@yahoogroups.com, Andrew Maitland<drew0500@...>
> wrote:
>> Hi,
>>
>>
>> BONUS:MOVEMULT|TYPE.Walk|/2   doesn't work?
>>
>> On 1/30/2011 6:52 AM, uishu_shujo wrote:
>>> I'm trying to use some of the flaws from UA, I got the files from
>>> experimental and they seem to be outdated.
>>>
>>> In the slow flaw I had to first change
>>> PREMOVE:Walk=20
>>> to
>>> PREMOVE:1,Walk=20
>>>
>>> Now, it seems I need to change
>>> BONUS:MOVEMULT|TYPE.Walk|.5
>>> as the math does not seem to be showing up correctly on the
> 'character
>>> sheet' tab.  So, what do I need to do to half walk speed?
>>>
>>>
>>>
>>> ------------------------------------
>>>
>>> Yahoo! Groups Links
>>>
>>>
>>>
>>>
>> --
>> Andrew Maitland (LegacyKing)
>> Admin Silverback - PCGen Board of Directors
>> Data 2nd, Docs Tamarin, OS Lemur
>> Unique Title "Quick-Silverback Tracker Monkey"
>> Unique Title "The Torturer of PCGen"
>>
>>
>> [Non-text portions of this message have been removed]
>>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


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

#21107 From: Andrew Maitland <drew0500@...>
Date: Tue Feb 1, 2011 5:44 pm
Subject: Re: Re: SPROP substitution value issue
Drew0500
Send Email Send Email
 
Hi,




On 2/1/2011 9:04 AM, torryschreiner wrote:
> Sorry about the code speak.  In perl, the shift command grabs and removes the
first value off of a list.

No worries, just letting you know that this isn't the coder section, so
code-speak won't be grok'd here.

> I see the reasoning behind the current behavior based on history but at the
same time don't feel it was the correct way to handle the situation.  I feel you
would get a more predictable and consistent outcome if the substitution
variables were "consumed" by the act of substitution and removed from the
evaluation of the qualifier list.  If you did want their value(s) evaluated to
determine whether or not to display, you just repeat them later in the list
after the last substitution variable.  In effect, this is kind of the opposite
of the work around Andrew gave but should be easier for new LST file hackers
with a coding background who probably wouldn't assume that the current behavior
is intended, like me.

Well, believe it or not, Tom (One of our coders), is leading the charge to fix
ambiguous code
behavior, and clean up the architecture. He's been cleaning up and standardizing
the CHOOSE tags,
and touched on the BONUS tags.

Clean efficient and clear code is the end goal. Feel free to open that FREQ -
NEWTAG 'MODIFY TOKEN'
as you want to fix an existing Tag 'SPROP' behavior with Variables.
jira.pcgen.org

You may also want to check out the Architecture and Code Wiki pages.
wiki.pcgen.org



> A documentation update would also help.  I don't see anything in the SPROP
documentation explaining that substitution variables AND the PRExxx tags are
evaluated as the display qualifier or the clue Andrew gave in order to force
display.  The SPROP documentation points to the SAB documentation: "Variable
substitution can be used in the same manor as the SA tag" and the SAB
documentation says: "The Special Ability will not be displayed if the last
variable or formula equals zero."  By extension, one might assume this statement
also applies the SPROP but this is not the case.  SPROP will not display if all
of the substitution variables are equal to zero regardless of the value of the
last variable or formula.  I have not tested the actual SAB behavior.

Well, ;) You're free to open a Doc FREQ for that update for the docs

jira.pcgen.org


> If I decide to pursue this, I will join the developer list.  I'm useless in
Java and XML but willing to help otherwise if I can.

Another point of view is always good.

Cheers,

> Thanks.
>
> --- In PCGenListFileHelp@yahoogroups.com, "Barak"<barak@...>  wrote:
>>> -----Original Message-----
>>> As to why this was implemented in this fashion? Again, I cannot say, I
>>> wasn't part of the planning
>>> process. That is before I joined the team. Should the behavior be re-
>> Well I was around then.  :p
>>
>> SPROP didn't take PRExxx back then, and no one wanted to see "Grants 0d6
>> additional damage".  So if all the variables are 0, the SPROP is not
>> displayed.
>>
>> Barak
>>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


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

#21108 From: "David R. Bender" <Papa.DRB@...>
Date: Tue Feb 1, 2011 6:16 pm
Subject: Re: [pcgen] Adding Weapon Finesse feat
papa_drb
Send Email Send Email
 
*rats* (about wrong group)...

I've tried PREVAR. Here is one of my attempts, in the FEAT file on the
MYFEAT line.

DEFINE:DexGTStr|0
BONUS:VAR|DexGTStr|if(DEX>STR,1,0)
ADD:FEAT|Weapon Finesse|PREVAREQ:DexGTStr,1

No joy. I am obviously doing something wrong, but I just can't figure it
out. I have also tried other combinations similar to the one above.


||||

-- david
Papa.DRB

My better half and me
<http://mysite.verizon.net/vze16ni4g/Nana-and-Papa2.JPG>
Love Me If You Can by Toby Keith
<http://www.youtube.com/watch?v=_Qu7jGYzS_A>

Madness takes its toll - please have exact change.
Rule of thumb for software: The first 80% of the development takes 80%
of the planned time. The last 20% takes the other 80%.

On 2/1/2011 1:09 PM, Andrew Maitland wrote:
> Hi,
>
> David, you're asking on the wrong group :P
>
> And you use PREVAR
>
>
> On 2/1/2011 10:04 AM, David R. Bender wrote:
>> I have tried several ways, but am stuck. As part of a template that I am
>> creating, the creature gets Weapon Finesse for FREE if it's DEXSCORE>
>> STRSCORE. How do I does this in the FEAT file?

#21109 From: Andrew Maitland <drew0500@...>
Date: Tue Feb 1, 2011 6:33 pm
Subject: Re: Re: [pcgen] Adding Weapon Finesse feat
Drew0500
Send Email Send Email
 
Hi,


BONUS:ABILITYPOOL|Finesse Feat Choice|1|PREVARGT:DEXSCORE,STRSCORE

Have your ability pool set up to have just the Weapon Finesse Feat.

Cheers,

On 2/1/2011 10:16 AM, David R. Bender wrote:
> *rats* (about wrong group)...
>
> I've tried PREVAR. Here is one of my attempts, in the FEAT file on the
> MYFEAT line.
>
> DEFINE:DexGTStr|0
> BONUS:VAR|DexGTStr|if(DEX>STR,1,0)
> ADD:FEAT|Weapon Finesse|PREVAREQ:DexGTStr,1
>
> No joy. I am obviously doing something wrong, but I just can't figure it
> out. I have also tried other combinations similar to the one above.
>
>
> ||||
>
> -- david
> Papa.DRB
>
> My better half and me
> <http://mysite.verizon.net/vze16ni4g/Nana-and-Papa2.JPG>
> Love Me If You Can by Toby Keith
> <http://www.youtube.com/watch?v=_Qu7jGYzS_A>
>
> Madness takes its toll - please have exact change.
> Rule of thumb for software: The first 80% of the development takes 80%
> of the planned time. The last 20% takes the other 80%.
>
> On 2/1/2011 1:09 PM, Andrew Maitland wrote:
>> Hi,
>>
>> David, you're asking on the wrong group :P
>>
>> And you use PREVAR
>>
>>
>> On 2/1/2011 10:04 AM, David R. Bender wrote:
>>> I have tried several ways, but am stuck. As part of a template that I am
>>> creating, the creature gets Weapon Finesse for FREE if it's DEXSCORE>
>>> STRSCORE. How do I does this in the FEAT file?
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


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

#21110 From: "torryschreiner" <torryschreiner@...>
Date: Wed Feb 2, 2011 4:14 am
Subject: Pathfinder CLASS modification question
torryschreiner
Send Email Send Email
 
My GM decided to alter the requirements for two prestige classes, Arcane Archer
and Assassin.  I've been banging my head against getting these changes into
PCGen for a few weeks now.  I've tried several iterations of .MOD this and
.CLEAR that but I'm having no luck.  They are fairly minor changes.

For Arcane Archer, he removed the Elf race requirement.
For Assassin, he expanded the allowed alignment to any non-good.

How exactly can I get this done short of CLASS:X.FORGET and create my own very
slightly altered copies of these classes?

Thanks.

#21111 From: Andrew Maitland <drew0500@...>
Date: Wed Feb 2, 2011 4:20 am
Subject: Re: Pathfinder CLASS modification question
Drew0500
Send Email Send Email
 
Hi,


CLASS:Assassin.MOD    PRE:.CLEAR    !PREALIGN:LG,NG,CG

CLASS:Arcane Archer.MOD    PRE:.CLEAR

Add back any PRExxx that needs to be included normally.

Cheers,

On 2/1/2011 8:14 PM, torryschreiner wrote:
> My GM decided to alter the requirements for two prestige classes, Arcane
Archer and Assassin.  I've been banging my head against getting these changes
into PCGen for a few weeks now.  I've tried several iterations of .MOD this and
.CLEAR that but I'm having no luck.  They are fairly minor changes.
>
> For Arcane Archer, he removed the Elf race requirement.
> For Assassin, he expanded the allowed alignment to any non-good.
>
> How exactly can I get this done short of CLASS:X.FORGET and create my own very
slightly altered copies of these classes?
>
> Thanks.
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


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

#21112 From: "uishu_shujo" <jester_fool@...>
Date: Wed Feb 2, 2011 5:37 am
Subject: Re: dividing move in half?
uishu_shujo
Send Email Send Email
 
This is from pcgen_experimental
group. Stuff out of the 'UA_OGC_materials', and I am using 5.16.4

Slow
TYPE:Flaw
PREMOVE:1,Walk=20
DESC:You move exceptionally slowly.
BONUS:MOVEMULT|TYPE.Walk|/2
COST:0
SOURCEPAGE:p.91
BONUS:FEAT|POOL|1

Thanks again

--- In PCGenListFileHelp@yahoogroups.com, Andrew Maitland <drew0500@...> wrote:
>
> Hi,
>
> email me the code you have, there is a trick I know of, but I'm not
remembering right off the top of
> my head.
>
> Also, which version are you trying this in?  I recall we had a bug with the
5.16 line that was fixed
> at least in the Trunk.
>
>
> On 2/1/2011 8:41 AM, uishu_shujo wrote:
> > The Math still seems to not be showing up on the character sheet.  I
> > guess that's not it.
> >
> >
> > --- In PCGenListFileHelp@yahoogroups.com, Andrew Maitland<drew0500@>
> > wrote:
> >> Hi,
> >>
> >>
> >> BONUS:MOVEMULT|TYPE.Walk|/2   doesn't work?
> >>
> >> On 1/30/2011 6:52 AM, uishu_shujo wrote:
> >>> I'm trying to use some of the flaws from UA, I got the files from
> >>> experimental and they seem to be outdated.
> >>>
> >>> In the slow flaw I had to first change
> >>> PREMOVE:Walk=20
> >>> to
> >>> PREMOVE:1,Walk=20
> >>>
> >>> Now, it seems I need to change
> >>> BONUS:MOVEMULT|TYPE.Walk|.5
> >>> as the math does not seem to be showing up correctly on the
> > 'character
> >>> sheet' tab.  So, what do I need to do to half walk speed?
> >>>
> >>>
> >>>
> >>> ------------------------------------
> >>>
> >>> Yahoo! Groups Links
> >>>
> >>>
> >>>
> >>>
> >> --
> >> Andrew Maitland (LegacyKing)
> >> Admin Silverback - PCGen Board of Directors
> >> Data 2nd, Docs Tamarin, OS Lemur
> >> Unique Title "Quick-Silverback Tracker Monkey"
> >> Unique Title "The Torturer of PCGen"
> >>
> >>
> >> [Non-text portions of this message have been removed]
> >>
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
> --
> Andrew Maitland (LegacyKing)
> Admin Silverback - PCGen Board of Directors
> Data 2nd, Docs Tamarin, OS Lemur
> Unique Title "Quick-Silverback Tracker Monkey"
> Unique Title "The Torturer of PCGen"
>
>
> [Non-text portions of this message have been removed]
>

#21113 From: "David R. Bender" <Papa.DRB@...>
Date: Wed Feb 2, 2011 1:45 pm
Subject: Pathfinder Advanced Players Guide OOC Data Set Update 3 Released!
papa_drb
Send Email Send Email
 
Pathfinder Advanced Players Guide OOC Data Set Update 3 Released!

The PCGen Team is proud to announce the release and
immediate availability of the third update to the Pathfinder Advanced
Players Guide OOC Data Set!

Download your copy today:

https://sourceforge.net/projects/pcgen/files/PCGen%20Stable%20Datasets/5.16.4%20\
OOC%20Data%20Sets/

This release is the third in a series of updates aimed at bringing the
most current fixes for the Pathfinder APG data set to v5.16.4. Besides
delivering the latest APG data set, this file patches the Pathfinder
Roleplaying Game Core Rulebook and Bestiary. For more information about
this release, including OOC installation instructions, please check out
the full release notes here:
_
_
_http://master.dl.sourceforge.net/project/pcgen/PCGen%20Stable%20Datasets/5.16.4\
%20OOC%20Data%20Sets/pcgen-pathfinder-apg-dataset-update-release-notes-5164.html\
_
_
_
This release is an "alpha" release and therefore will contain errors.
The PCGen Team is dedicated to providing full support for the Pathfinder
Roleplaying Game so we ask you, the PCGen Community, to help us by
putting this data set through its paces and reporting any bugs you find
to the PCGen Team by posting them here on PCGen@Yahoo!. Please include
[PATHFINDER] in the subject line for your report.

PCGen is an RPG character generator and maintenance program
(d20 systems). All datafiles are ASCII text files so they can be
modified by users for their own campaigns. For more information about
PCGen, join us at http://groups.yahoo.com/group/pcgen/ or visit our
website at http://pcgen.sourceforge.net <http://pcgen.sourceforge.net/>
<http://pcgen.sourceforge.net/> and wiki at http://wiki.pcgen.org/.
<http://wiki.pcgen.org/>

This dataset uses trademarks and/or copyrights owned by Paizo
Publishing, LLC, which are used under Paizo's Community Use Policy. We
are expressly prohibited from charging you to use or access this
content. This dataset is not published, endorsed, or specifically
approved by Paizo Publishing. For more information about Paizo's
Community Use Policy, please visithttp://paizo.com/communityuse.For more
information about Paizo Publishing and Paizo products, please
visithttp://paizo.com. <http://paizo.com./>

--

-- david
Papa.DRB

My better half and me
<http://mysite.verizon.net/vze16ni4g/Nana-and-Papa2.JPG>
Love Me If You Can by Toby Keith
<http://www.youtube.com/watch?v=_Qu7jGYzS_A>

Madness takes its toll - please have exact change.
Rule of thumb for software: The first 80% of the development takes 80%
of the planned time. The last 20% takes the other 80%.

#21114 From: "David R. Bender" <Papa.DRB@...>
Date: Wed Feb 2, 2011 1:46 pm
Subject: PCGen 5.17.5 (Alpha) Released!
papa_drb
Send Email Send Email
 
PCGen 5.17.5 (Alpha) marks the PCGen team's shift of focus to the next
developmental cycle. Download your free copy here:

http://sourceforge.net/projects/pcgen/files/PCGen%20Unstable/5.17.5%20Alpha/

One of the primary goals for this cycle (5.17.x/6.0) includes the
completion of 'under-the-hood' architectural changes begun in 5.14.x and
continued through 5.16.x. These changes, though for the most part
invisible to the user, will make way for some long needed changes in the
user experience as work begins on overhauling the User Interface and the
LST Editors. Another benefit of the changes underway as part of this
development cycle will be a furthering of PCGen's flexibility when
working with the d20 rules system, but will in the end, also make it
easier to adapt PCGen to the myriad rules system used throughout the
gaming industry.

You can see all of the changes included in this release by checking out
the release notes:
http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/installers/release-not\
es/pcgen-release-notes-5175.html

PCGen is an RPG character generator and maintenance program (d20
systems). All datafiles are ASCII text files so they can be modified by
users for their own campaigns. For more information about PCGen, join us
at http://groups.yahoo.com/group/pcgen/ or visit our website at
http://pcgen.sourceforge.net and wiki at http://wiki.pcgen.org/.

This software uses trademarks and/or copyrights owned by Paizo
Publishing, LLC, which are used under Paizo's Community Use Policy. We
are expressly prohibited from charging you to use or access this
content. This software is not published, endorsed, or specifically
approved by Paizo Publishing. For more information about Paizo's
Community Use Policy, please visit paizo.com/communityuse , the
Community Use page. For more information about Paizo Publishing and
Paizo products, please visit Paizo.Com.
--

-- david
Papa.DRB

My better half and me
<http://mysite.verizon.net/vze16ni4g/Nana-and-Papa2.JPG>
Love Me If You Can by Toby Keith
<http://www.youtube.com/watch?v=_Qu7jGYzS_A>

Madness takes its toll - please have exact change.
Rule of thumb for software: The first 80% of the development takes 80%
of the planned time. The last 20% takes the other 80%.

#21115 From: Andrew Maitland <drew0500@...>
Date: Wed Feb 2, 2011 3:24 pm
Subject: Re: Re: dividing move in half?
Drew0500
Send Email Send Email
 
I tested this last night, with several variations. Only thing that actually
changed the data was when I used the variable MOVEBASE which isn't the best
method.

We either have a bug, or we need a new tag called MOVEREDUCTION.

I'll be conferring with the code team.

  --
Andrew




________________________________
From: uishu_shujo <jester_fool@...>
To: PCGenListFileHelp@yahoogroups.com
Sent: Tue, February 1, 2011 9:37:40 PM
Subject: [PCGenListFileHelp] Re: dividing move in half?

This is from pcgen_experimental
group. Stuff out of the 'UA_OGC_materials', and I am using 5.16.4

Slow
TYPE:Flaw
PREMOVE:1,Walk=20
DESC:You move exceptionally slowly.
BONUS:MOVEMULT|TYPE.Walk|/2
COST:0
SOURCEPAGE:p.91
BONUS:FEAT|POOL|1

Thanks again

--- In PCGenListFileHelp@yahoogroups.com, Andrew Maitland <drew0500@...> wrote:
>
> Hi,
>
> email me the code you have, there is a trick I know of, but I'm not
remembering
>right off the top of
>
> my head.
>
> Also, which version are you trying this in?  I recall we had a bug with the
>5.16 line that was fixed
>
> at least in the Trunk.
>
>
> On 2/1/2011 8:41 AM, uishu_shujo wrote:
> > The Math still seems to not be showing up on the character sheet.  I
> > guess that's not it.
> >
> >
> > --- In PCGenListFileHelp@yahoogroups.com, Andrew Maitland<drew0500@>
> > wrote:
> >> Hi,
> >>
> >>
> >> BONUS:MOVEMULT|TYPE.Walk|/2   doesn't work?
> >>
> >> On 1/30/2011 6:52 AM, uishu_shujo wrote:
> >>> I'm trying to use some of the flaws from UA, I got the files from
> >>> experimental and they seem to be outdated.
> >>>
> >>> In the slow flaw I had to first change
> >>> PREMOVE:Walk=20
> >>> to
> >>> PREMOVE:1,Walk=20
> >>>
> >>> Now, it seems I need to change
> >>> BONUS:MOVEMULT|TYPE.Walk|.5
> >>> as the math does not seem to be showing up correctly on the
> > 'character
> >>> sheet' tab.  So, what do I need to do to half walk speed?
> >>>
> >>>
> >>>
> >>> ------------------------------------
> >>>
> >>> Yahoo! Groups Links
> >>>
> >>>
> >>>
> >>>
> >> --
> >> Andrew Maitland (LegacyKing)
> >> Admin Silverback - PCGen Board of Directors
> >> Data 2nd, Docs Tamarin, OS Lemur
> >> Unique Title "Quick-Silverback Tracker Monkey"
> >> Unique Title "The Torturer of PCGen"
> >>
> >>
> >> [Non-text portions of this message have been removed]
> >>
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
> --
> Andrew Maitland (LegacyKing)
> Admin Silverback - PCGen Board of Directors
> Data 2nd, Docs Tamarin, OS Lemur
> Unique Title "Quick-Silverback Tracker Monkey"
> Unique Title "The Torturer of PCGen"
>
>
> [Non-text portions of this message have been removed]
>




------------------------------------

Yahoo! Groups Links



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

#21116 From: "CalebU" <culfers@...>
Date: Wed Feb 2, 2011 9:26 pm
Subject: MODding a file
bleaciu
Send Email Send Email
 
I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD" at the
end of the tag (and the filename of the file I wanted to MOD). Is there
something else I need to do?

#21117 From: Andrew Maitland <drew0500@...>
Date: Wed Feb 2, 2011 9:43 pm
Subject: Re: MODding a file
Drew0500
Send Email Send Email
 
files should always end in .lst, not .mod. Only Certain Items can have a .MOD.
Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD

Example

Dodge   TYPE:General


Dodge.MOD  <>TYPE:Extra


Dodge will now have TYPE:General.Extra

Abilities are the most complex to mod... you need to know the master category


CATEGORY=Special Ability|Animal Companion.MOD <> TYPE:Extra


Would add the TYPE Extra to Animal Companion.

Class is

CLASS:Fighter.MOD <> TYPE:Extra


Yes, I'm just using TYPE, but it's just an example.

Cheers,

  --
Andrew




________________________________
From: CalebU <culfers@...>
To: PCGenListFileHelp@yahoogroups.com
Sent: Wed, February 2, 2011 1:26:05 PM
Subject: [PCGenListFileHelp] MODding a file

I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD" at the
end of the tag (and the filename of the file I wanted to MOD). Is there
something else I need to do?




------------------------------------

Yahoo! Groups Links



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

#21118 From: Caleb Ulfers <culfers@...>
Date: Thu Feb 3, 2011 4:50 am
Subject: RE: MODding a file
bleaciu
Send Email Send Email
 
So I guess I'll have to make new Equipment items. How would I make sure my new
item overrides the old one?

To: PCGenListFileHelp@yahoogroups.com
From: drew0500@...
Date: Wed, 2 Feb 2011 13:43:13 -0800
Subject: Re: [PCGenListFileHelp] MODding a file




























       files should always end in .lst, not .mod. Only Certain Items can have a
.MOD.

Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD



Example



Dodge   TYPE:General



Dodge.MOD  <>TYPE:Extra



Dodge will now have TYPE:General.Extra



Abilities are the most complex to mod... you need to know the master category



CATEGORY=Special Ability|Animal Companion.MOD <> TYPE:Extra



Would add the TYPE Extra to Animal Companion.



Class is



CLASS:Fighter.MOD <> TYPE:Extra



Yes, I'm just using TYPE, but it's just an example.



Cheers,



--

Andrew



________________________________

From: CalebU <culfers@...>

To: PCGenListFileHelp@yahoogroups.com

Sent: Wed, February 2, 2011 1:26:05 PM

Subject: [PCGenListFileHelp] MODding a file



I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD" at the

end of the tag (and the filename of the file I wanted to MOD). Is there

something else I need to do?



------------------------------------



Yahoo! Groups Links



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


















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

#21119 From: Andrew Maitland <drew0500@...>
Date: Thu Feb 3, 2011 6:29 am
Subject: Re: MODding a file
Drew0500
Send Email Send Email
 
Hi,




On 2/2/2011 8:50 PM, Caleb Ulfers wrote:
> So I guess I'll have to make new Equipment items.

Huh? Where did I say that?
*Looks back*  "Ability, Feat, Equipment, etc"

Yeah, I mentioned Equipment in that list.

>   How would I make sure my new item overrides the old one?

Equipment Name.MOD

And if you must absolutely duplicate, then just make sure the set has a newer
date then the one the
other equipment is in and check the "Allow newer sources to override" option.


> To: PCGenListFileHelp@yahoogroups.com
> From: drew0500@...
> Date: Wed, 2 Feb 2011 13:43:13 -0800
> Subject: Re: [PCGenListFileHelp] MODding a file
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>        files should always end in .lst, not .mod. Only Certain Items can have
a .MOD.
>
> Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD
>
>
>
> Example
>
>
>
> Dodge   TYPE:General
>
>
>
> Dodge.MOD<>TYPE:Extra
>
>
>
> Dodge will now have TYPE:General.Extra
>
>
>
> Abilities are the most complex to mod... you need to know the master category
>
>
>
> CATEGORY=Special Ability|Animal Companion.MOD<>  TYPE:Extra
>
>
>
> Would add the TYPE Extra to Animal Companion.
>
>
>
> Class is
>
>
>
> CLASS:Fighter.MOD<>  TYPE:Extra
>
>
>
> Yes, I'm just using TYPE, but it's just an example.
>
>
>
> Cheers,
>
>
>
> --
>
> Andrew
>
>
>
> ________________________________
>
> From: CalebU<culfers@...>
>
> To: PCGenListFileHelp@yahoogroups.com
>
> Sent: Wed, February 2, 2011 1:26:05 PM
>
> Subject: [PCGenListFileHelp] MODding a file
>
>
>
> I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD" at
the
>
> end of the tag (and the filename of the file I wanted to MOD). Is there
>
> something else I need to do?
>
>
>
> ------------------------------------
>
>
>
> Yahoo! Groups Links
>
>
>
> [Non-text portions of this message have been removed]
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> [Non-text portions of this message have been removed]
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


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

#21120 From: Caleb Ulfers <culfers@...>
Date: Thu Feb 3, 2011 8:36 pm
Subject: RE: MODding a file
bleaciu
Send Email Send Email
 
Since Equipment doesn't accept .MOD, how would Equipment Name. MOD work?

To: PCGenListFileHelp@yahoogroups.com
From: drew0500@...
Date: Wed, 2 Feb 2011 22:29:49 -0800
Subject: Re: [PCGenListFileHelp] MODding a file




























       Hi,



On 2/2/2011 8:50 PM, Caleb Ulfers wrote:

> So I guess I'll have to make new Equipment items.



Huh? Where did I say that?

*Looks back*  "Ability, Feat, Equipment, etc"



Yeah, I mentioned Equipment in that list.



>   How would I make sure my new item overrides the old one?



Equipment Name.MOD



And if you must absolutely duplicate, then just make sure the set has a newer
date then the one the

other equipment is in and check the "Allow newer sources to override" option.



> To: PCGenListFileHelp@yahoogroups.com

> From: drew0500@...

> Date: Wed, 2 Feb 2011 13:43:13 -0800

> Subject: Re: [PCGenListFileHelp] MODding a file

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>        files should always end in .lst, not .mod. Only Certain Items can have
a .MOD.

>

> Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD

>

>

>

> Example

>

>

>

> Dodge   TYPE:General

>

>

>

> Dodge.MOD<>TYPE:Extra

>

>

>

> Dodge will now have TYPE:General.Extra

>

>

>

> Abilities are the most complex to mod... you need to know the master category

>

>

>

> CATEGORY=Special Ability|Animal Companion.MOD<>  TYPE:Extra

>

>

>

> Would add the TYPE Extra to Animal Companion.

>

>

>

> Class is

>

>

>

> CLASS:Fighter.MOD<>  TYPE:Extra

>

>

>

> Yes, I'm just using TYPE, but it's just an example.

>

>

>

> Cheers,

>

>

>

> --

>

> Andrew

>

>

>

> ________________________________

>

> From: CalebU<culfers@...>

>

> To: PCGenListFileHelp@yahoogroups.com

>

> Sent: Wed, February 2, 2011 1:26:05 PM

>

> Subject: [PCGenListFileHelp] MODding a file

>

>

>

> I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD" at
the

>

> end of the tag (and the filename of the file I wanted to MOD). Is there

>

> something else I need to do?

>

>

>

> ------------------------------------

>

>

>

> Yahoo! Groups Links

>

>

>

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

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

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

>

>

>

> ------------------------------------

>

> Yahoo! Groups Links

>

>

>

>



--

Andrew Maitland (LegacyKing)

Admin Silverback - PCGen Board of Directors

Data 2nd, Docs Tamarin, OS Lemur

Unique Title "Quick-Silverback Tracker Monkey"

Unique Title "The Torturer of PCGen"



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


















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

#21121 From: Andrew Maitland <drew0500@...>
Date: Thu Feb 3, 2011 8:38 pm
Subject: Re: MODding a file
Drew0500
Send Email Send Email
 
Hi,

Equipment does accept a mod.


Longsword.MOD    TYPE:Slayer
will work just fine.


On 2/3/2011 12:36 PM, Caleb Ulfers wrote:
> Since Equipment doesn't accept .MOD, how would Equipment Name. MOD work?
>
> To: PCGenListFileHelp@yahoogroups.com
> From: drew0500@...
> Date: Wed, 2 Feb 2011 22:29:49 -0800
> Subject: Re: [PCGenListFileHelp] MODding a file
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>        Hi,
>
>
>
> On 2/2/2011 8:50 PM, Caleb Ulfers wrote:
>
>> So I guess I'll have to make new Equipment items.
>
>
> Huh? Where did I say that?
>
> *Looks back*  "Ability, Feat, Equipment, etc"
>
>
>
> Yeah, I mentioned Equipment in that list.
>
>
>
>>    How would I make sure my new item overrides the old one?
>
>
> Equipment Name.MOD
>
>
>
> And if you must absolutely duplicate, then just make sure the set has a newer
date then the one the
>
> other equipment is in and check the "Allow newer sources to override" option.
>
>
>
>> To: PCGenListFileHelp@yahoogroups.com
>> From: drew0500@...
>> Date: Wed, 2 Feb 2011 13:43:13 -0800
>> Subject: Re: [PCGenListFileHelp] MODding a file
>>         files should always end in .lst, not .mod. Only Certain Items can
have a .MOD.
>> Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD
>> Example
>> Dodge   TYPE:General
>> Dodge.MOD<>TYPE:Extra
>> Dodge will now have TYPE:General.Extra
>> Abilities are the most complex to mod... you need to know the master category
>> CATEGORY=Special Ability|Animal Companion.MOD<>   TYPE:Extra
>> Would add the TYPE Extra to Animal Companion.
>> Class is
>> CLASS:Fighter.MOD<>   TYPE:Extra
>> Yes, I'm just using TYPE, but it's just an example.
>> Cheers,
>> --
>> Andrew
>> ________________________________
>> From: CalebU<culfers@...>
>> To: PCGenListFileHelp@yahoogroups.com
>> Sent: Wed, February 2, 2011 1:26:05 PM
>> Subject: [PCGenListFileHelp] MODding a file
>> I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD" at
the
>> end of the tag (and the filename of the file I wanted to MOD). Is there
>> something else I need to do?
>> ------------------------------------
>> Yahoo! Groups Links
>> [Non-text portions of this message have been removed]
>>
>> [Non-text portions of this message have been removed]
>> ------------------------------------
>> Yahoo! Groups Links
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


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

#21122 From: Caleb Ulfers <culfers@...>
Date: Fri Feb 4, 2011 7:34 pm
Subject: RE: MODding a file
bleaciu
Send Email Send Email
 
I tried MODding the Equipment file, but it hasn't been working. I also put a
SOURCEDATE tag in my homebrew PCC, but that had no effect either.

To: PCGenListFileHelp@yahoogroups.com
From: drew0500@...
Date: Thu, 3 Feb 2011 12:38:55 -0800
Subject: Re: [PCGenListFileHelp] MODding a file




























       Hi,



Equipment does accept a mod.



Longsword.MOD    TYPE:Slayer

will work just fine.



On 2/3/2011 12:36 PM, Caleb Ulfers wrote:

> Since Equipment doesn't accept .MOD, how would Equipment Name. MOD work?

>

> To: PCGenListFileHelp@yahoogroups.com

> From: drew0500@...

> Date: Wed, 2 Feb 2011 22:29:49 -0800

> Subject: Re: [PCGenListFileHelp] MODding a file

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>        Hi,

>

>

>

> On 2/2/2011 8:50 PM, Caleb Ulfers wrote:

>

>> So I guess I'll have to make new Equipment items.

>

>

> Huh? Where did I say that?

>

> *Looks back*  "Ability, Feat, Equipment, etc"

>

>

>

> Yeah, I mentioned Equipment in that list.

>

>

>

>>    How would I make sure my new item overrides the old one?

>

>

> Equipment Name.MOD

>

>

>

> And if you must absolutely duplicate, then just make sure the set has a newer
date then the one the

>

> other equipment is in and check the "Allow newer sources to override" option.

>

>

>

>> To: PCGenListFileHelp@yahoogroups.com

>> From: drew0500@...

>> Date: Wed, 2 Feb 2011 13:43:13 -0800

>> Subject: Re: [PCGenListFileHelp] MODding a file

>>         files should always end in .lst, not .mod. Only Certain Items can
have a .MOD.

>> Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD

>> Example

>> Dodge   TYPE:General

>> Dodge.MOD<>TYPE:Extra

>> Dodge will now have TYPE:General.Extra

>> Abilities are the most complex to mod... you need to know the master category

>> CATEGORY=Special Ability|Animal Companion.MOD<>   TYPE:Extra

>> Would add the TYPE Extra to Animal Companion.

>> Class is

>> CLASS:Fighter.MOD<>   TYPE:Extra

>> Yes, I'm just using TYPE, but it's just an example.

>> Cheers,

>> --

>> Andrew

>> ________________________________

>> From: CalebU<culfers@...>

>> To: PCGenListFileHelp@yahoogroups.com

>> Sent: Wed, February 2, 2011 1:26:05 PM

>> Subject: [PCGenListFileHelp] MODding a file

>> I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD" at
the

>> end of the tag (and the filename of the file I wanted to MOD). Is there

>> something else I need to do?

>> ------------------------------------

>> Yahoo! Groups Links

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

>>

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

>> ------------------------------------

>> Yahoo! Groups Links

>

>



--

Andrew Maitland (LegacyKing)

Admin Silverback - PCGen Board of Directors

Data 2nd, Docs Tamarin, OS Lemur

Unique Title "Quick-Silverback Tracker Monkey"

Unique Title "The Torturer of PCGen"



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




















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

#21123 From: Andrew Maitland <drew0500@...>
Date: Fri Feb 4, 2011 9:12 pm
Subject: Re: MODding a file
Drew0500
Send Email Send Email
 
Hi Caleb,

I don't think you understand what I'm saying.

FILES = NEVER CHANGE
equipment_weapons.lst.MOD  = WRONG


Names of Equipment = May accept a MOD.
Longsword.MOD  = Correct


Any other Tag after the 'Name' (Which is always the FIRST Object of any line),
May not accept a .MOD.
Longsword <> TYPE:Weapon.MOD = incorrect




That exactly are you trying to Modify? Approaching from that angle will get the
answer you seek.

Cheers,

On 2/4/2011 11:34 AM, Caleb Ulfers wrote:
> I tried MODding the Equipment file, but it hasn't been working. I also put a
SOURCEDATE tag in my homebrew PCC, but that had no effect either.
>
> To: PCGenListFileHelp@yahoogroups.com
> From: drew0500@...
> Date: Thu, 3 Feb 2011 12:38:55 -0800
> Subject: Re: [PCGenListFileHelp] MODding a file
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>        Hi,
>
>
>
> Equipment does accept a mod.
>
>
>
> Longsword.MOD    TYPE:Slayer
>
> will work just fine.
>
>
>
> On 2/3/2011 12:36 PM, Caleb Ulfers wrote:
>
>> Since Equipment doesn't accept .MOD, how would Equipment Name. MOD work?
>> To: PCGenListFileHelp@yahoogroups.com
>> From: drew0500@...
>> Date: Wed, 2 Feb 2011 22:29:49 -0800
>> Subject: Re: [PCGenListFileHelp] MODding a file
>>         Hi,
>> On 2/2/2011 8:50 PM, Caleb Ulfers wrote:
>>> So I guess I'll have to make new Equipment items.
>> Huh? Where did I say that?
>> *Looks back*  "Ability, Feat, Equipment, etc"
>> Yeah, I mentioned Equipment in that list.
>>>     How would I make sure my new item overrides the old one?
>> Equipment Name.MOD
>> And if you must absolutely duplicate, then just make sure the set has a newer
date then the one the
>> other equipment is in and check the "Allow newer sources to override" option.
>>> To: PCGenListFileHelp@yahoogroups.com
>>> From: drew0500@...
>>> Date: Wed, 2 Feb 2011 13:43:13 -0800
>>> Subject: Re: [PCGenListFileHelp] MODding a file
>>>          files should always end in .lst, not .mod. Only Certain Items can
have a .MOD.
>>> Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD
>>> Example
>>> Dodge   TYPE:General
>>> Dodge.MOD<>TYPE:Extra
>>> Dodge will now have TYPE:General.Extra
>>> Abilities are the most complex to mod... you need to know the master
category
>>> CATEGORY=Special Ability|Animal Companion.MOD<>    TYPE:Extra
>>> Would add the TYPE Extra to Animal Companion.
>>> Class is
>>> CLASS:Fighter.MOD<>    TYPE:Extra
>>> Yes, I'm just using TYPE, but it's just an example.
>>> Cheers,
>>> --
>>> Andrew
>>> ________________________________
>>> From: CalebU<culfers@...>
>>> To: PCGenListFileHelp@yahoogroups.com
>>> Sent: Wed, February 2, 2011 1:26:05 PM
>>> Subject: [PCGenListFileHelp] MODding a file
>>> I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD" at
the
>>> end of the tag (and the filename of the file I wanted to MOD). Is there
>>> something else I need to do?
>>> ------------------------------------
>>> Yahoo! Groups Links
>>> [Non-text portions of this message have been removed]
>>>
>>> [Non-text portions of this message have been removed]
>>> ------------------------------------
>>> Yahoo! Groups Links
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


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

#21124 From: Caleb Ulfers <culfers@...>
Date: Fri Feb 4, 2011 10:46 pm
Subject: RE: MODding a file
bleaciu
Send Email Send Email
 
I should have been clearer; I AM using (Equipment Name).MOD. I added several new
types to the pieces of equipment (which are part of the SRD) I am trying to
modify, but it isn't working.

To: PCGenListFileHelp@yahoogroups.com
From: drew0500@...
Date: Fri, 4 Feb 2011 13:12:56 -0800
Subject: Re: [PCGenListFileHelp] MODding a file




























       Hi Caleb,



I don't think you understand what I'm saying.



FILES = NEVER CHANGE

equipment_weapons.lst.MOD  = WRONG



Names of Equipment = May accept a MOD.

Longsword.MOD  = Correct



Any other Tag after the 'Name' (Which is always the FIRST Object of any line),
May not accept a .MOD.

Longsword <> TYPE:Weapon.MOD = incorrect



That exactly are you trying to Modify? Approaching from that angle will get the
answer you seek.



Cheers,



On 2/4/2011 11:34 AM, Caleb Ulfers wrote:

> I tried MODding the Equipment file, but it hasn't been working. I also put a
SOURCEDATE tag in my homebrew PCC, but that had no effect either.

>

> To: PCGenListFileHelp@yahoogroups.com

> From: drew0500@...

> Date: Thu, 3 Feb 2011 12:38:55 -0800

> Subject: Re: [PCGenListFileHelp] MODding a file

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>        Hi,

>

>

>

> Equipment does accept a mod.

>

>

>

> Longsword.MOD    TYPE:Slayer

>

> will work just fine.

>

>

>

> On 2/3/2011 12:36 PM, Caleb Ulfers wrote:

>

>> Since Equipment doesn't accept .MOD, how would Equipment Name. MOD work?

>> To: PCGenListFileHelp@yahoogroups.com

>> From: drew0500@...

>> Date: Wed, 2 Feb 2011 22:29:49 -0800

>> Subject: Re: [PCGenListFileHelp] MODding a file

>>         Hi,

>> On 2/2/2011 8:50 PM, Caleb Ulfers wrote:

>>> So I guess I'll have to make new Equipment items.

>> Huh? Where did I say that?

>> *Looks back*  "Ability, Feat, Equipment, etc"

>> Yeah, I mentioned Equipment in that list.

>>>     How would I make sure my new item overrides the old one?

>> Equipment Name.MOD

>> And if you must absolutely duplicate, then just make sure the set has a newer
date then the one the

>> other equipment is in and check the "Allow newer sources to override" option.

>>> To: PCGenListFileHelp@yahoogroups.com

>>> From: drew0500@...

>>> Date: Wed, 2 Feb 2011 13:43:13 -0800

>>> Subject: Re: [PCGenListFileHelp] MODding a file

>>>          files should always end in .lst, not .mod. Only Certain Items can
have a .MOD.

>>> Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD

>>> Example

>>> Dodge   TYPE:General

>>> Dodge.MOD<>TYPE:Extra

>>> Dodge will now have TYPE:General.Extra

>>> Abilities are the most complex to mod... you need to know the master
category

>>> CATEGORY=Special Ability|Animal Companion.MOD<>    TYPE:Extra

>>> Would add the TYPE Extra to Animal Companion.

>>> Class is

>>> CLASS:Fighter.MOD<>    TYPE:Extra

>>> Yes, I'm just using TYPE, but it's just an example.

>>> Cheers,

>>> --

>>> Andrew

>>> ________________________________

>>> From: CalebU<culfers@...>

>>> To: PCGenListFileHelp@yahoogroups.com

>>> Sent: Wed, February 2, 2011 1:26:05 PM

>>> Subject: [PCGenListFileHelp] MODding a file

>>> I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD" at
the

>>> end of the tag (and the filename of the file I wanted to MOD). Is there

>>> something else I need to do?

>>> ------------------------------------

>>> Yahoo! Groups Links

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

>>>

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

>>> ------------------------------------

>>> Yahoo! Groups Links

>

>



--

Andrew Maitland (LegacyKing)

Admin Silverback - PCGen Board of Directors

Data 2nd, Docs Tamarin, OS Lemur

Unique Title "Quick-Silverback Tracker Monkey"

Unique Title "The Torturer of PCGen"



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


















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

#21125 From: Andrew Maitland <drew0500@...>
Date: Sat Feb 5, 2011 12:21 am
Subject: Re: MODding a file
Drew0500
Send Email Send Email
 
Troubleshooting 101-

Is the modifications being loaded in PCGen?

And post a snippet of your modifications here.






On 2/4/2011 2:46 PM, Caleb Ulfers wrote:
> I should have been clearer; I AM using (Equipment Name).MOD. I added several
new types to the pieces of equipment (which are part of the SRD) I am trying to
modify, but it isn't working.
>
> To: PCGenListFileHelp@yahoogroups.com
> From: drew0500@...
> Date: Fri, 4 Feb 2011 13:12:56 -0800
> Subject: Re: [PCGenListFileHelp] MODding a file
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>        Hi Caleb,
>
>
>
> I don't think you understand what I'm saying.
>
>
>
> FILES = NEVER CHANGE
>
> equipment_weapons.lst.MOD  = WRONG
>
>
>
> Names of Equipment = May accept a MOD.
>
> Longsword.MOD  = Correct
>
>
>
> Any other Tag after the 'Name' (Which is always the FIRST Object of any line),
May not accept a .MOD.
>
> Longsword<>  TYPE:Weapon.MOD = incorrect
>
>
>
> That exactly are you trying to Modify? Approaching from that angle will get
the answer you seek.
>
>
>
> Cheers,
>
>
>
> On 2/4/2011 11:34 AM, Caleb Ulfers wrote:
>
>> I tried MODding the Equipment file, but it hasn't been working. I also put a
SOURCEDATE tag in my homebrew PCC, but that had no effect either.
>> To: PCGenListFileHelp@yahoogroups.com
>> From: drew0500@...
>> Date: Thu, 3 Feb 2011 12:38:55 -0800
>> Subject: Re: [PCGenListFileHelp] MODding a file
>>         Hi,
>> Equipment does accept a mod.
>> Longsword.MOD    TYPE:Slayer
>> will work just fine.
>> On 2/3/2011 12:36 PM, Caleb Ulfers wrote:
>>> Since Equipment doesn't accept .MOD, how would Equipment Name. MOD work?
>>> To: PCGenListFileHelp@yahoogroups.com
>>> From: drew0500@...
>>> Date: Wed, 2 Feb 2011 22:29:49 -0800
>>> Subject: Re: [PCGenListFileHelp] MODding a file
>>>          Hi,
>>> On 2/2/2011 8:50 PM, Caleb Ulfers wrote:
>>>> So I guess I'll have to make new Equipment items.
>>> Huh? Where did I say that?
>>> *Looks back*  "Ability, Feat, Equipment, etc"
>>> Yeah, I mentioned Equipment in that list.
>>>>      How would I make sure my new item overrides the old one?
>>> Equipment Name.MOD
>>> And if you must absolutely duplicate, then just make sure the set has a
newer date then the one the
>>> other equipment is in and check the "Allow newer sources to override"
option.
>>>> To: PCGenListFileHelp@yahoogroups.com
>>>> From: drew0500@...
>>>> Date: Wed, 2 Feb 2011 13:43:13 -0800
>>>> Subject: Re: [PCGenListFileHelp] MODding a file
>>>>           files should always end in .lst, not .mod. Only Certain Items can
have a .MOD.
>>>> Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD
>>>> Example
>>>> Dodge   TYPE:General
>>>> Dodge.MOD<>TYPE:Extra
>>>> Dodge will now have TYPE:General.Extra
>>>> Abilities are the most complex to mod... you need to know the master
category
>>>> CATEGORY=Special Ability|Animal Companion.MOD<>     TYPE:Extra
>>>> Would add the TYPE Extra to Animal Companion.
>>>> Class is
>>>> CLASS:Fighter.MOD<>     TYPE:Extra
>>>> Yes, I'm just using TYPE, but it's just an example.
>>>> Cheers,
>>>> --
>>>> Andrew
>>>> ________________________________
>>>> From: CalebU<culfers@...>
>>>> To: PCGenListFileHelp@yahoogroups.com
>>>> Sent: Wed, February 2, 2011 1:26:05 PM
>>>> Subject: [PCGenListFileHelp] MODding a file
>>>> I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD" at
the
>>>> end of the tag (and the filename of the file I wanted to MOD). Is there
>>>> something else I need to do?
>>>> ------------------------------------
>>>> Yahoo! Groups Links
>>>> [Non-text portions of this message have been removed]
>>>>
>>>> [Non-text portions of this message have been removed]
>>>> ------------------------------------
>>>> Yahoo! Groups Links
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


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

#21126 From: Caleb Ulfers <culfers@...>
Date: Sat Feb 5, 2011 12:39 am
Subject: RE: MODding a file
bleaciu
Send Email Send Email
 
No, it isn't. Here are my modifications:
TYPE:Goods.General.Resizable.Container.LightSource.Bullseye (for bullseye
lantern), and TYPE:Goods.General.Resizable.Container.LightSource.Hooded (for
hooded lantern).

To: PCGenListFileHelp@yahoogroups.com
From: drew0500@...
Date: Fri, 4 Feb 2011 16:21:51 -0800
Subject: Re: [PCGenListFileHelp] MODding a file




























       Troubleshooting 101-



Is the modifications being loaded in PCGen?



And post a snippet of your modifications here.



On 2/4/2011 2:46 PM, Caleb Ulfers wrote:

> I should have been clearer; I AM using (Equipment Name).MOD. I added several
new types to the pieces of equipment (which are part of the SRD) I am trying to
modify, but it isn't working.

>

> To: PCGenListFileHelp@yahoogroups.com

> From: drew0500@...

> Date: Fri, 4 Feb 2011 13:12:56 -0800

> Subject: Re: [PCGenListFileHelp] MODding a file

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>        Hi Caleb,

>

>

>

> I don't think you understand what I'm saying.

>

>

>

> FILES = NEVER CHANGE

>

> equipment_weapons.lst.MOD  = WRONG

>

>

>

> Names of Equipment = May accept a MOD.

>

> Longsword.MOD  = Correct

>

>

>

> Any other Tag after the 'Name' (Which is always the FIRST Object of any line),
May not accept a .MOD.

>

> Longsword<>  TYPE:Weapon.MOD = incorrect

>

>

>

> That exactly are you trying to Modify? Approaching from that angle will get
the answer you seek.

>

>

>

> Cheers,

>

>

>

> On 2/4/2011 11:34 AM, Caleb Ulfers wrote:

>

>> I tried MODding the Equipment file, but it hasn't been working. I also put a
SOURCEDATE tag in my homebrew PCC, but that had no effect either.

>> To: PCGenListFileHelp@yahoogroups.com

>> From: drew0500@...

>> Date: Thu, 3 Feb 2011 12:38:55 -0800

>> Subject: Re: [PCGenListFileHelp] MODding a file

>>         Hi,

>> Equipment does accept a mod.

>> Longsword.MOD    TYPE:Slayer

>> will work just fine.

>> On 2/3/2011 12:36 PM, Caleb Ulfers wrote:

>>> Since Equipment doesn't accept .MOD, how would Equipment Name. MOD work?

>>> To: PCGenListFileHelp@yahoogroups.com

>>> From: drew0500@...

>>> Date: Wed, 2 Feb 2011 22:29:49 -0800

>>> Subject: Re: [PCGenListFileHelp] MODding a file

>>>          Hi,

>>> On 2/2/2011 8:50 PM, Caleb Ulfers wrote:

>>>> So I guess I'll have to make new Equipment items.

>>> Huh? Where did I say that?

>>> *Looks back*  "Ability, Feat, Equipment, etc"

>>> Yeah, I mentioned Equipment in that list.

>>>>      How would I make sure my new item overrides the old one?

>>> Equipment Name.MOD

>>> And if you must absolutely duplicate, then just make sure the set has a
newer date then the one the

>>> other equipment is in and check the "Allow newer sources to override"
option.

>>>> To: PCGenListFileHelp@yahoogroups.com

>>>> From: drew0500@...

>>>> Date: Wed, 2 Feb 2011 13:43:13 -0800

>>>> Subject: Re: [PCGenListFileHelp] MODding a file

>>>>           files should always end in .lst, not .mod. Only Certain Items can
have a .MOD.

>>>> Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD

>>>> Example

>>>> Dodge   TYPE:General

>>>> Dodge.MOD<>TYPE:Extra

>>>> Dodge will now have TYPE:General.Extra

>>>> Abilities are the most complex to mod... you need to know the master
category

>>>> CATEGORY=Special Ability|Animal Companion.MOD<>     TYPE:Extra

>>>> Would add the TYPE Extra to Animal Companion.

>>>> Class is

>>>> CLASS:Fighter.MOD<>     TYPE:Extra

>>>> Yes, I'm just using TYPE, but it's just an example.

>>>> Cheers,

>>>> --

>>>> Andrew

>>>> ________________________________

>>>> From: CalebU<culfers@...>

>>>> To: PCGenListFileHelp@yahoogroups.com

>>>> Sent: Wed, February 2, 2011 1:26:05 PM

>>>> Subject: [PCGenListFileHelp] MODding a file

>>>> I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD" at
the

>>>> end of the tag (and the filename of the file I wanted to MOD). Is there

>>>> something else I need to do?

>>>> ------------------------------------

>>>> Yahoo! Groups Links

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

>>>>

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

>>>> ------------------------------------

>>>> Yahoo! Groups Links

>

>



--

Andrew Maitland (LegacyKing)

Admin Silverback - PCGen Board of Directors

Data 2nd, Docs Tamarin, OS Lemur

Unique Title "Quick-Silverback Tracker Monkey"

Unique Title "The Torturer of PCGen"



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


















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

#21127 From: Andrew Maitland <drew0500@...>
Date: Sat Feb 5, 2011 12:53 am
Subject: Re: MODding a file
Drew0500
Send Email Send Email
 
I'm asking if the file with your modifications is being loaded. If it's not
being loaded, then no
amount of mods will make a difference.



Next, that's an overview of you wanted, not the snippet I requested.

Example:

Longsword.MOD    TYPE:Ubersword
Lantern.MOD    TYPE:Hi.Bye



On 2/4/2011 4:39 PM, Caleb Ulfers wrote:
> No, it isn't. Here are my modifications:
TYPE:Goods.General.Resizable.Container.LightSource.Bullseye (for bullseye
lantern), and TYPE:Goods.General.Resizable.Container.LightSource.Hooded (for
hooded lantern).
>
> To: PCGenListFileHelp@yahoogroups.com
> From: drew0500@...
> Date: Fri, 4 Feb 2011 16:21:51 -0800
> Subject: Re: [PCGenListFileHelp] MODding a file
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>        Troubleshooting 101-
>
>
>
> Is the modifications being loaded in PCGen?
>
>
>
> And post a snippet of your modifications here.
>
>
>
> On 2/4/2011 2:46 PM, Caleb Ulfers wrote:
>
>> I should have been clearer; I AM using (Equipment Name).MOD. I added several
new types to the pieces of equipment (which are part of the SRD) I am trying to
modify, but it isn't working.
>> To: PCGenListFileHelp@yahoogroups.com
>> From: drew0500@...
>> Date: Fri, 4 Feb 2011 13:12:56 -0800
>> Subject: Re: [PCGenListFileHelp] MODding a file
>>         Hi Caleb,
>> I don't think you understand what I'm saying.
>> FILES = NEVER CHANGE
>> equipment_weapons.lst.MOD  = WRONG
>> Names of Equipment = May accept a MOD.
>> Longsword.MOD  = Correct
>> Any other Tag after the 'Name' (Which is always the FIRST Object of any
line), May not accept a .MOD.
>> Longsword<>   TYPE:Weapon.MOD = incorrect
>> That exactly are you trying to Modify? Approaching from that angle will get
the answer you seek.
>> Cheers,
>> On 2/4/2011 11:34 AM, Caleb Ulfers wrote:
>>> I tried MODding the Equipment file, but it hasn't been working. I also put a
SOURCEDATE tag in my homebrew PCC, but that had no effect either.
>>> To: PCGenListFileHelp@yahoogroups.com
>>> From: drew0500@...
>>> Date: Thu, 3 Feb 2011 12:38:55 -0800
>>> Subject: Re: [PCGenListFileHelp] MODding a file
>>>          Hi,
>>> Equipment does accept a mod.
>>> Longsword.MOD    TYPE:Slayer
>>> will work just fine.
>>> On 2/3/2011 12:36 PM, Caleb Ulfers wrote:
>>>> Since Equipment doesn't accept .MOD, how would Equipment Name. MOD work?
>>>> To: PCGenListFileHelp@yahoogroups.com
>>>> From: drew0500@...
>>>> Date: Wed, 2 Feb 2011 22:29:49 -0800
>>>> Subject: Re: [PCGenListFileHelp] MODding a file
>>>>           Hi,
>>>> On 2/2/2011 8:50 PM, Caleb Ulfers wrote:
>>>>> So I guess I'll have to make new Equipment items.
>>>> Huh? Where did I say that?
>>>> *Looks back*  "Ability, Feat, Equipment, etc"
>>>> Yeah, I mentioned Equipment in that list.
>>>>>       How would I make sure my new item overrides the old one?
>>>> Equipment Name.MOD
>>>> And if you must absolutely duplicate, then just make sure the set has a
newer date then the one the
>>>> other equipment is in and check the "Allow newer sources to override"
option.
>>>>> To: PCGenListFileHelp@yahoogroups.com
>>>>> From: drew0500@...
>>>>> Date: Wed, 2 Feb 2011 13:43:13 -0800
>>>>> Subject: Re: [PCGenListFileHelp] MODding a file
>>>>>            files should always end in .lst, not .mod. Only Certain Items
can have a .MOD.
>>>>> Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD
>>>>> Example
>>>>> Dodge   TYPE:General
>>>>> Dodge.MOD<>TYPE:Extra
>>>>> Dodge will now have TYPE:General.Extra
>>>>> Abilities are the most complex to mod... you need to know the master
category
>>>>> CATEGORY=Special Ability|Animal Companion.MOD<>      TYPE:Extra
>>>>> Would add the TYPE Extra to Animal Companion.
>>>>> Class is
>>>>> CLASS:Fighter.MOD<>      TYPE:Extra
>>>>> Yes, I'm just using TYPE, but it's just an example.
>>>>> Cheers,
>>>>> --
>>>>> Andrew
>>>>> ________________________________
>>>>> From: CalebU<culfers@...>
>>>>> To: PCGenListFileHelp@yahoogroups.com
>>>>> Sent: Wed, February 2, 2011 1:26:05 PM
>>>>> Subject: [PCGenListFileHelp] MODding a file
>>>>> I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD"
at the
>>>>> end of the tag (and the filename of the file I wanted to MOD). Is there
>>>>> something else I need to do?
>>>>> ------------------------------------
>>>>> Yahoo! Groups Links
>>>>> [Non-text portions of this message have been removed]
>>>>>
>>>>> [Non-text portions of this message have been removed]
>>>>> ------------------------------------
>>>>> Yahoo! Groups Links
>
>

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


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

#21128 From: Caleb Ulfers <culfers@...>
Date: Sat Feb 5, 2011 6:15 am
Subject: RE: MODding a file
bleaciu
Send Email Send Email
 
No, that IS the snippet of code you wanted. But you're right; it isn't loading;
I need help finding out why.

To: PCGenListFileHelp@yahoogroups.com
From: drew0500@...
Date: Fri, 4 Feb 2011 16:53:32 -0800
Subject: Re: [PCGenListFileHelp] MODding a file




























       I'm asking if the file with your modifications is being loaded. If it's
not being loaded, then no

amount of mods will make a difference.



Next, that's an overview of you wanted, not the snippet I requested.



Example:



Longsword.MOD    TYPE:Ubersword

Lantern.MOD    TYPE:Hi.Bye



On 2/4/2011 4:39 PM, Caleb Ulfers wrote:

> No, it isn't. Here are my modifications:
TYPE:Goods.General.Resizable.Container.LightSource.Bullseye (for bullseye
lantern), and TYPE:Goods.General.Resizable.Container.LightSource.Hooded (for
hooded lantern).

>

> To: PCGenListFileHelp@yahoogroups.com

> From: drew0500@...

> Date: Fri, 4 Feb 2011 16:21:51 -0800

> Subject: Re: [PCGenListFileHelp] MODding a file

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>

>        Troubleshooting 101-

>

>

>

> Is the modifications being loaded in PCGen?

>

>

>

> And post a snippet of your modifications here.

>

>

>

> On 2/4/2011 2:46 PM, Caleb Ulfers wrote:

>

>> I should have been clearer; I AM using (Equipment Name).MOD. I added several
new types to the pieces of equipment (which are part of the SRD) I am trying to
modify, but it isn't working.

>> To: PCGenListFileHelp@yahoogroups.com

>> From: drew0500@...

>> Date: Fri, 4 Feb 2011 13:12:56 -0800

>> Subject: Re: [PCGenListFileHelp] MODding a file

>>         Hi Caleb,

>> I don't think you understand what I'm saying.

>> FILES = NEVER CHANGE

>> equipment_weapons.lst.MOD  = WRONG

>> Names of Equipment = May accept a MOD.

>> Longsword.MOD  = Correct

>> Any other Tag after the 'Name' (Which is always the FIRST Object of any
line), May not accept a .MOD.

>> Longsword<>   TYPE:Weapon.MOD = incorrect

>> That exactly are you trying to Modify? Approaching from that angle will get
the answer you seek.

>> Cheers,

>> On 2/4/2011 11:34 AM, Caleb Ulfers wrote:

>>> I tried MODding the Equipment file, but it hasn't been working. I also put a
SOURCEDATE tag in my homebrew PCC, but that had no effect either.

>>> To: PCGenListFileHelp@yahoogroups.com

>>> From: drew0500@...

>>> Date: Thu, 3 Feb 2011 12:38:55 -0800

>>> Subject: Re: [PCGenListFileHelp] MODding a file

>>>          Hi,

>>> Equipment does accept a mod.

>>> Longsword.MOD    TYPE:Slayer

>>> will work just fine.

>>> On 2/3/2011 12:36 PM, Caleb Ulfers wrote:

>>>> Since Equipment doesn't accept .MOD, how would Equipment Name. MOD work?

>>>> To: PCGenListFileHelp@yahoogroups.com

>>>> From: drew0500@...

>>>> Date: Wed, 2 Feb 2011 22:29:49 -0800

>>>> Subject: Re: [PCGenListFileHelp] MODding a file

>>>>           Hi,

>>>> On 2/2/2011 8:50 PM, Caleb Ulfers wrote:

>>>>> So I guess I'll have to make new Equipment items.

>>>> Huh? Where did I say that?

>>>> *Looks back*  "Ability, Feat, Equipment, etc"

>>>> Yeah, I mentioned Equipment in that list.

>>>>>       How would I make sure my new item overrides the old one?

>>>> Equipment Name.MOD

>>>> And if you must absolutely duplicate, then just make sure the set has a
newer date then the one the

>>>> other equipment is in and check the "Allow newer sources to override"
option.

>>>>> To: PCGenListFileHelp@yahoogroups.com

>>>>> From: drew0500@...

>>>>> Date: Wed, 2 Feb 2011 13:43:13 -0800

>>>>> Subject: Re: [PCGenListFileHelp] MODding a file

>>>>>            files should always end in .lst, not .mod. Only Certain Items
can have a .MOD.

>>>>> Ability, Feat, Equipment, etc. Individual Syntax does NOT accept .MOD

>>>>> Example

>>>>> Dodge   TYPE:General

>>>>> Dodge.MOD<>TYPE:Extra

>>>>> Dodge will now have TYPE:General.Extra

>>>>> Abilities are the most complex to mod... you need to know the master
category

>>>>> CATEGORY=Special Ability|Animal Companion.MOD<>      TYPE:Extra

>>>>> Would add the TYPE Extra to Animal Companion.

>>>>> Class is

>>>>> CLASS:Fighter.MOD<>      TYPE:Extra

>>>>> Yes, I'm just using TYPE, but it's just an example.

>>>>> Cheers,

>>>>> --

>>>>> Andrew

>>>>> ________________________________

>>>>> From: CalebU<culfers@...>

>>>>> To: PCGenListFileHelp@yahoogroups.com

>>>>> Sent: Wed, February 2, 2011 1:26:05 PM

>>>>> Subject: [PCGenListFileHelp] MODding a file

>>>>> I tried to MOD a file, but it doesn't seem to be working. I typed ".MOD"
at the

>>>>> end of the tag (and the filename of the file I wanted to MOD). Is there

>>>>> something else I need to do?

>>>>> ------------------------------------

>>>>> Yahoo! Groups Links

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

>>>>>

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

>>>>> ------------------------------------

>>>>> Yahoo! Groups Links

>

>



--

Andrew Maitland (LegacyKing)

Admin Silverback - PCGen Board of Directors

Data 2nd, Docs Tamarin, OS Lemur

Unique Title "Quick-Silverback Tracker Monkey"

Unique Title "The Torturer of PCGen"



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


















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

#21129 From: Andrew Maitland <drew0500@...>
Date: Sat Feb 5, 2011 9:23 am
Subject: Re: MODding a file
Drew0500
Send Email Send Email
 
On 2/4/2011 10:15 PM, Caleb Ulfers wrote:
> No, that IS the snippet of code you wanted. But you're right; it isn't
loading; I need help finding out why.

Caleb,

Your example wasn't a code snippet, if that was what you are using then that
would explain why it's
not working. A code snippet is a cut/paste of the line(s) you've created in your
own lst file(s) to
help me debug your code.

The examples I've given would be a code snippet, yes, mine are a shorthand
example, but here's a
clear example:

Eclipse HD                            CATEGORY:Internal
BONUS:VAR|EclipseHD|EclipseClassLvl        DEFINE:EclipseHD|0

That is a code snippet from my personal ability lst file. If I were trying to
modify it I'd be doing
this:

CATEGORY=Internal|Eclipse HD.MOD    TYPE:MyAbility.Hidden

This is not a code snippet:

TYPE:Goods.General.Resizable.Container.LightSource.Bullseye (for bullseye
lantern), and TYPE:Goods.General.Resizable.Container.LightSource.Hooded (for
hooded lantern).


- What is missing?
Well, how bout the equipment name with the mod?

Lantern (Bullseye).MOD
TYPE:Goods.General.Resizable.Container.LightSource.Bullseye

or

Lantern (Hooded).MOD
TYPE:Goods.General.Resizable.Container.LightSource.Hooded

That's a code snippet I'd expect. A Partial line won't allow me to debug your
problem, as I'm
looking at syntax correctness, proper spelling of the equipment name, and making
sure you're using
proper characters.

As to loading of files. You need to have your custom pcc file set up to load the
files, and you need
to be loading the pcc file that contains those files. Barring that, you'd need
to be modifying the
original lst files, which I'd highly recommend against.

At this point I'd just prefer if you send me your files that you've got set up.
I fear that the
going back and forth isn't working as you don't comprehend my requests and the
reasons for them, so
the best way for me to resolve your issue is just to look at what you've set up
and let you know why
it's not working.

--
Andrew Maitland (LegacyKing)
Admin Silverback - PCGen Board of Directors
Data 2nd, Docs Tamarin, OS Lemur
Unique Title "Quick-Silverback Tracker Monkey"
Unique Title "The Torturer of PCGen"


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

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