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#22041 From: "RoninKelt" <deltadave@...>
Date: Mon Jan 2, 2012 5:30 pm
Subject: lst file help with a custom class
roninkelt
Send Email Send Email
 
I'm coding up a custom class lst file for the pathfinder game mode and having
some problems getting pcgen to recognize starting skill points and saving
throws.  I used one of the Pathfinder Advanced Players Guide classes as a
template and seem to have everything in place, but have obviously overlooked
something.  Would it be best to post my lst file to the files section or can
someone contact me directly?

Using PCGen 5.17.9 and the pathfinder data sets on a windows 7 machine.

Dave

#22042 From: "loicgt" <flink@...>
Date: Mon Jan 2, 2012 6:27 pm
Subject: Adding bonuses to an existing feat
loicgt
Send Email Send Email
 
Hi there!

I'm having troubles to add bonuses to my barbarian's rage, and was wondering if
it is even possible to do.

This is what I have currently:

Not very wise Rage
   TYPE:General
   PRESTAT:1,CON=13
   PREABILITY:1,CATEGORY=Special Ability,Rage
   BONUS:COMBAT|AC|-2|TYPE=Rage.STACK|PREAPPLY:ANYPC
   BONUS:STAT|STR,CON|2|TYPE=Rage.STACK|PREAPPLY:ANYPC

It displays in the temp tab in inventory, but I have to manually activate it,
and it can be activated even when Rage is not :(

How can I describe that the bonuses provided by this feat stack with the ones
provided by Rage?

Thanks!

#22043 From: "writerwebbs" <larskenobi@...>
Date: Mon Jan 2, 2012 9:27 pm
Subject: Problem finding pcc
writerwebbs
Send Email Send Email
 
I created a pcc file and several lst files as far as I can tell everything in
them is up to date.  I have them placed where PCGen is looking for custom
sources but nothing is showing within PCGen to pick them.  Is there something I
need to do to get PCGen to add them or is there something probably wrong with my
PCC file?  I can't find the campaign in the load screen nor any of them in the
lst edit area.

#22044 From: "David R. Bender" <Papa.DRB@...>
Date: Mon Jan 2, 2012 9:43 pm
Subject: Re: Problem finding pcc
papa_drb
Send Email Send Email
 
copy and paste the .pcc file into your response to this post.

-- david
Papa.DRB

My better half and me (jpg)
<https://picasaweb.google.com/102726903532570043857/Family#slideshow/55330569489\
10114610>

Love Me If You Can by Toby Keith (video)
<http://www.youtube.com/watch?v=_Qu7jGYzS_A>

Madness takes its toll - please have exact change.
For those who believe, no proof is necessary, for those who don't
believe, no proof is possible. (Stuart Chase 1888-1985)

On 1/2/2012 4:27 PM, writerwebbs wrote:
> I created a pcc file and several lst files as far as I can tell everything in
them is up to date.  I have them placed where PCGen is looking for custom
sources but nothing is showing within PCGen to pick them.  Is there something I
need to do to get PCGen to add them or is there something probably wrong with my
PCC file?  I can't find the campaign in the load screen nor any of them in the
lst edit area.
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

#22045 From: "writerwebbs" <larskenobi@...>
Date: Mon Jan 2, 2012 10:24 pm
Subject: Re: Problem finding pcc
writerwebbs
Send Email Send Email
 
CAMPAIGN:mybook
GAMEMODE:35e
BOOKTYPE:Core Rule Books
BOOKTYPE:Core Rulebook
DESC:My Book v.3.5
GENRE:Fantasy
INFOTEXT:My Book v.3.5
ISMATURE:NO
ISOGL:NO
ISLICENSED:NO
RANK:1
SETTING:Dungeons & Dragons
SOURCELONG:My Book v.3.5
SOURCESHORT:MYB v3.5
SKILL:my_book/skills.lst

#22046 From: Doug Limmer <adventure@...>
Date: Mon Jan 2, 2012 11:26 pm
Subject: Re: Re: Problem finding pcc
distant_scholar
Send Email Send Email
 
This .pcc file worked fine for me.

I'm going to make a couple of guesses:

  1. Are you in basic mode, or advanced mode?  You'll want to be in
     advanced mode.  (If you see a big list of choices for sources in the
     left-hand part of the screen, you're in advanced mode.)
  2. In the big list of sources in the left-hand part of the screen, look
     for "Other", open it up, and you should find "mybook" in there.  Or,
     at least, that's where it showed up for me.

DS/DL


On 1/2/2012 5:24 PM, writerwebbs wrote:
>
> CAMPAIGN:mybook
> GAMEMODE:35e
> BOOKTYPE:Core Rule Books
> BOOKTYPE:Core Rulebook
> DESC:My Book v.3.5
> GENRE:Fantasy
> INFOTEXT:My Book v.3.5
> ISMATURE:NO
> ISOGL:NO
> ISLICENSED:NO
> RANK:1
> SETTING:Dungeons & Dragons
> SOURCELONG:My Book v.3.5
> SOURCESHORT:MYB v3.5
> SKILL:my_book/skills.lst
>



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

#22047 From: Lee Dowd <leewdowd@...>
Date: Tue Jan 3, 2012 12:20 am
Subject: Re: Problem finding pcc
leewdowd
Send Email Send Email
 
I had a problem like that due to using spaces rather than tabs to separate
required fields.




>________________________________
> From: David R. Bender <Papa.DRB@...>
>To: PCGenListFileHelp@yahoogroups.com
>Sent: Monday, January 2, 2012 4:43 PM
>Subject: Re: [PCGenListFileHelp] Problem finding pcc
>
>
> 
>copy and paste the .pcc file into your response to this post.
>
>-- david
>Papa.DRB
>
>My better half and me (jpg)
><https://picasaweb.google.com/102726903532570043857/Family#slideshow/5533056948\
910114610>
>
>Love Me If You Can by Toby Keith (video)
><http://www.youtube.com/watch?v=_Qu7jGYzS_A>
>
>Madness takes its toll - please have exact change.
>For those who believe, no proof is necessary, for those who don't
>believe, no proof is possible. (Stuart Chase 1888-1985)
>
>On 1/2/2012 4:27 PM, writerwebbs wrote:
>> I created a pcc file and several lst files as far as I can tell everything in
them is up to date.  I have them placed where PCGen is looking for custom
sources but nothing is showing within PCGen to pick them.  Is there something I
need to do to get PCGen to add them or is there something probably wrong with my
PCC file?  I can't find the campaign in the load screen nor any of them in the
lst edit area.
>
>

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

#22048 From: "writerwebbs" <larskenobi@...>
Date: Tue Jan 3, 2012 12:35 am
Subject: Re: Problem finding pcc
writerwebbs
Send Email Send Email
 
I didn't notice the "other" list.  Thanks for pointing that out I found it now. 
Is there any way I can have it in its own list instead of under other?


--- In PCGenListFileHelp@yahoogroups.com, Doug Limmer <adventure@...> wrote:
>
> This .pcc file worked fine for me.
>
> I'm going to make a couple of guesses:
>
>  1. Are you in basic mode, or advanced mode?  You'll want to be in
>     advanced mode.  (If you see a big list of choices for sources in the
>     left-hand part of the screen, you're in advanced mode.)
>  2. In the big list of sources in the left-hand part of the screen, look
>     for "Other", open it up, and you should find "mybook" in there.  Or,
>     at least, that's where it showed up for me.
>
> DS/DL
>
>
> On 1/2/2012 5:24 PM, writerwebbs wrote:
> >
> > CAMPAIGN:mybook
> > GAMEMODE:35e
> > BOOKTYPE:Core Rule Books
> > BOOKTYPE:Core Rulebook
> > DESC:My Book v.3.5
> > GENRE:Fantasy
> > INFOTEXT:My Book v.3.5
> > ISMATURE:NO
> > ISOGL:NO
> > ISLICENSED:NO
> > RANK:1
> > SETTING:Dungeons & Dragons
> > SOURCELONG:My Book v.3.5
> > SOURCESHORT:MYB v3.5
> > SKILL:my_book/skills.lst
> >
>
>
>
> [Non-text portions of this message have been removed]
>

#22049 From: Andrew <drew0500@...>
Date: Tue Jan 3, 2012 3:17 am
Subject: Re: lst file help with a custom class
Drew0500
Send Email Send Email
 
Hi RoninKelt,

CLASS:Name <tab> STARTSKILLPTS:x  <<< That would be what controls the number of
skill points you
gain each level.

CLASS:Name <tab> BONUS:CHECKS|Fortitude.BASE, etc  would be what controls the
progression of your
saving throws.

What are you getting and what are you trying to obtain instead?

On 1/2/2012 9:30 AM, RoninKelt wrote:
> I'm coding up a custom class lst file for the pathfinder game mode and having
some problems getting pcgen to recognize starting skill points and saving
throws.  I used one of the Pathfinder Advanced Players Guide classes as a
template and seem to have everything in place, but have obviously overlooked
something.  Would it be best to post my lst file to the files section or can
someone contact me directly?
>
> Using PCGen 5.17.9 and the pathfinder data sets on a windows 7 machine.
>
> Dave
>
>
>
> ------------------------------------
>
> 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]

#22050 From: Andrew <drew0500@...>
Date: Tue Jan 3, 2012 3:27 am
Subject: Re: Adding bonuses to an existing feat
Drew0500
Send Email Send Email
 
Hi,

Oh wow... Okay puts on the advanced lst editing hat -

On 1/2/2012 10:27 AM, loicgt wrote:
> Hi there!
>
> I'm having troubles to add bonuses to my barbarian's rage, and was wondering
if it is even possible to do.
>
> This is what I have currently:
>
> Not very wise Rage
>   TYPE:General
>   PRESTAT:1,CON=13
>   PREABILITY:1,CATEGORY=Special Ability,Rage
>   BONUS:COMBAT|AC|-2|TYPE=Rage.STACK|PREAPPLY:ANYPC
>   BONUS:STAT|STR,CON|2|TYPE=Rage.STACK|PREAPPLY:ANYPC

You'll want to do this a tad differently. *Pulls out whiteboard*

Okay, so you want this to only apply to the actual rage ability so we will be
using the '.MOD'
ability syntax -

CATEGORY=Special Ability|Rage.MOD
{We're altering the main ability 'Rage'}
     BONUS:COMBAT|AC|-2|TYPE=Rage.STACK|PREAPPLY:PC|PREFEAT:1,Not Very Wise Rage
     BONUS:STAT|STR,CON|2|TYPE=Rage.STACK|PREAPPLY:PC|PREFEAT:1,Not Very Wise
Rage
{We've just added your changes, and then required the FEAT 'Not Very Wise Rage'
before they'll take
affect. Also note instead of allowing ANYPC I altered it to stick with only
characters possessing
the Rage Ability. Otherwise, you might have a non-rage character activating it
and only getting
those changes. This keeps it clean as intended.}

Next we amend your feat to remove the BONUS tags as un-necessary.

Now, what we've done is alter the actual RAGE ability to incorporate your new
feat's changes, and
makes it work how you intended instead of requiring a separate Temporary
Modifier.


>
> It displays in the temp tab in inventory, but I have to manually activate it,
and it can be activated even when Rage is not :(

The above changes will fix that.

>
> How can I describe that the bonuses provided by this feat stack with the ones
provided by Rage?

Add this to the feat:
DESC:This alters the existing rage modifiers to be x, y and z.

Make x, y and z be your explanation.

>
> Thanks!

You're welcome.

>
>
>
> ------------------------------------
>
> 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]

#22051 From: Andrew <drew0500@...>
Date: Tue Jan 3, 2012 3:30 am
Subject: Re: Re: Problem finding pcc
Drew0500
Send Email Send Email
 
Hi,

TYPE is the tag that places it in it's own 'tree', you're limited to THREE (3)
groups.

TYPE:Publisher Name.Supplement.Special

Would Show up in that list as

Publisher Name
   --- Supplement
   --------Special

Cheers,

On 1/2/2012 4:35 PM, writerwebbs wrote:
> I didn't notice the "other" list.  Thanks for pointing that out I found it
now.  Is there any way I can have it in its own list instead of under other?
>
>
> --- In PCGenListFileHelp@yahoogroups.com, Doug Limmer <adventure@...> wrote:
>> This .pcc file worked fine for me.
>>
>> I'm going to make a couple of guesses:
>>
>>  1. Are you in basic mode, or advanced mode?  You'll want to be in
>>     advanced mode.  (If you see a big list of choices for sources in the
>>     left-hand part of the screen, you're in advanced mode.)
>>  2. In the big list of sources in the left-hand part of the screen, look
>>     for "Other", open it up, and you should find "mybook" in there.  Or,
>>     at least, that's where it showed up for me.
>>
>> DS/DL
>>
>>
>> On 1/2/2012 5:24 PM, writerwebbs wrote:
>>> CAMPAIGN:mybook
>>> GAMEMODE:35e
>>> BOOKTYPE:Core Rule Books
>>> BOOKTYPE:Core Rulebook
>>> DESC:My Book v.3.5
>>> GENRE:Fantasy
>>> INFOTEXT:My Book v.3.5
>>> ISMATURE:NO
>>> ISOGL:NO
>>> ISLICENSED:NO
>>> RANK:1
>>> SETTING:Dungeons & Dragons
>>> SOURCELONG:My Book v.3.5
>>> SOURCESHORT:MYB v3.5
>>> SKILL:my_book/skills.lst
>>>
>>
>> [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]

#22052 From: "writerwebbs" <larskenobi@...>
Date: Tue Jan 3, 2012 4:17 am
Subject: Re: Problem finding pcc
writerwebbs
Send Email Send Email
 
Thanks, I had changed it to Booktype after looking through the online documents.
Now it is working great.  I'm actually working on a lst / pcc editor that has
more abilities than the one that comes with PCGen.  I want something that people
can build lsts without needing to know all the codes.  I am starting with the
pcc as it is the most standard format while I brush up on my java.

#22053 From: Andrew <drew0500@...>
Date: Tue Jan 3, 2012 7:13 am
Subject: Re: Re: Problem finding pcc
Drew0500
Send Email Send Email
 
Hi Writerwebbs,

If you get something put together let us know, we might be able to include it in
the release as long
as the code team approves it. Speaking of the editor, there was something in the
works that would
intelligently know what tags where appropriate. You might want to talk with
James regarding that.

Cheers,


On 1/2/2012 8:17 PM, writerwebbs wrote:
> Thanks, I had changed it to Booktype after looking through the online
documents.  Now it is working great.  I'm actually working on a lst / pcc editor
that has more abilities than the one that comes with PCGen.  I want something
that people can build lsts without needing to know all the codes.  I am starting
with the pcc as it is the most standard format while I brush up on my java.
>
>
>
> ------------------------------------
>
> 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]

#22054 From: LoĂŻc Guitaut <flink@...>
Date: Tue Jan 3, 2012 10:20 am
Subject: Re: Adding bonuses to an existing feat
loicgt
Send Email Send Email
 
First, thank you for your answer :)

Le 03/01/2012 04:27, Andrew a écrit :
> Okay, so you want this to only apply to the actual rage ability so we
> will be using the '.MOD'
> ability syntax -
>
Okay, I was searching for something like this but didn’t understand how
it was possible to achieve (I’ve read the documentation though… too much
things in it ;))

> CATEGORY=Special Ability|Rage.MOD
> {We're altering the main ability 'Rage'}
> BONUS:COMBAT|AC|-2|TYPE=Rage.STACK|PREAPPLY:PC|PREFEAT:1,Not Very Wise Rage
> BONUS:STAT|STR,CON|2|TYPE=Rage.STACK|PREAPPLY:PC|PREFEAT:1,Not Very Wise
> Rage
> {We've just added your changes, and then required the FEAT 'Not Very
> Wise Rage' before they'll take
> affect. Also note instead of allowing ANYPC I altered it to stick with
> only characters possessing
> the Rage Ability. Otherwise, you might have a non-rage character
> activating it and only getting
> those changes. This keeps it clean as intended.}
>
> Next we amend your feat to remove the BONUS tags as un-necessary.
>
> Now, what we've done is alter the actual RAGE ability to incorporate
> your new feat's changes, and
> makes it work how you intended instead of requiring a separate Temporary
> Modifier.
>
I’ll try your solution, it seems clean indeed. Meanwhile, I read the
source where the Rage ability is defined and modified my feat like this:

Not Very Wise Rage
TYPE:General
PRESTAT:1,CON=13
PREABILITY:1,CATEGORY=Special Ability,Rage
BONUS:VAR|RageACPenalty|+2
BONUS:VAR|RageStrBonus|+2
BONUS:VAR|RageConBonus|+2

It works as I expect but since I’m directly modifying Rage vars, it
might be a bit messy. What do you think?

And thanks again :)
--
   ,= ,-_-. =.   LoĂŻc Guitaut
  ((_/)o o(\_))  http://www.belfalas.org
   `-'(. .)`-'   Jabber ID : Flink@...
       \_/       GnuPG KeyID : 0xA78CD85D

#22055 From: Andrew <drew0500@...>
Date: Tue Jan 3, 2012 1:30 pm
Subject: Re: Adding bonuses to an existing feat
Drew0500
Send Email Send Email
 
Hi,



On 1/3/2012 2:20 AM, LoĂŻc Guitaut wrote:
> First, thank you for your answer :)

You're welcome.

>
> Le 03/01/2012 04:27, Andrew a écrit :
>> Okay, so you want this to only apply to the actual rage ability so we
>> will be using the '.MOD'
>> ability syntax -
>>
> Okay, I was searching for something like this but didn’t understand how
> it was possible to achieve (I’ve read the documentation though… too much
> things in it ;))

Hm, that's not good - We should make it easier to search.

>
>> CATEGORY=Special Ability|Rage.MOD
>> {We're altering the main ability 'Rage'}
>> BONUS:COMBAT|AC|-2|TYPE=Rage.STACK|PREAPPLY:PC|PREFEAT:1,Not Very Wise Rage
>> BONUS:STAT|STR,CON|2|TYPE=Rage.STACK|PREAPPLY:PC|PREFEAT:1,Not Very Wise
>> Rage
>> {We've just added your changes, and then required the FEAT 'Not Very
>> Wise Rage' before they'll take
>> affect. Also note instead of allowing ANYPC I altered it to stick with
>> only characters possessing
>> the Rage Ability. Otherwise, you might have a non-rage character
>> activating it and only getting
>> those changes. This keeps it clean as intended.}
>>
>> Next we amend your feat to remove the BONUS tags as un-necessary.
>>
>> Now, what we've done is alter the actual RAGE ability to incorporate
>> your new feat's changes, and
>> makes it work how you intended instead of requiring a separate Temporary
>> Modifier.
>>
> I’ll try your solution, it seems clean indeed. Meanwhile, I read the
> source where the Rage ability is defined and modified my feat like this:
>
> Not Very Wise Rage
> TYPE:General
> PRESTAT:1,CON=13
> PREABILITY:1,CATEGORY=Special Ability,Rage
> BONUS:VAR|RageACPenalty|+2
> BONUS:VAR|RageStrBonus|+2
> BONUS:VAR|RageConBonus|+2

That would work as long as those are the correct variables set up (I'll assume
those are correct
since they look to be - good research). Though one minor notation only negatives
need the symbol,
positive is always assumed hence no need for the '+'.

>
> It works as I expect but since I’m directly modifying Rage vars, it
> might be a bit messy. What do you think?

Not messy at all. That is actually the preferred method. But only works if
someone set up the
ability in question with variable names.

>
> And thanks again :)

No problem. Happy Coding.

--
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]

#22056 From: Eric C Smith <maredudd@...>
Date: Tue Jan 3, 2012 1:52 pm
Subject: Re: Adding bonuses to an existing feat
maredudd800
Send Email Send Email
 
Hi Folks!

Andrew wrote:
> Loďc Guitaut wrote:
> > Okay, I was searching for something like this but didn’t understand how
> > it was possible to achieve (I’ve read the documentation though… too much
> > things in it ;))
>
> Hm, that's not good - We should make it easier to search.


The OP is correct. There is a lot of stuff to look through but the way the docs
are currently set up it is near impossible to do any kind of global generic
search for a solution. That is why we have our Yahoo lists. We do need to work
on restructuring the docs so that they can be globally searchable by keyword. I
have had a few ideas on how to do this in the past but don't have the time to
tackle the effort, which will be huge, but even then our best solution for the
tough questions will always be the Yahoo lists.

Maredudd
Doc 2nd

#22057 From: LoĂŻc Guitaut <flink@...>
Date: Tue Jan 3, 2012 5:12 pm
Subject: Re: Adding bonuses to an existing feat
loicgt
Send Email Send Email
 
Le 03/01/2012 14:30, Andrew a écrit :
>> [snip]
>> Not Very Wise Rage
>> TYPE:General
>> PRESTAT:1,CON=13
>> PREABILITY:1,CATEGORY=Special Ability,Rage
>> BONUS:VAR|RageACPenalty|+2
>> BONUS:VAR|RageStrBonus|+2
>> BONUS:VAR|RageConBonus|+2
>
> That would work as long as those are the correct variables set up (I'll
> assume those are correct
> since they look to be - good research). Though one minor notation only
> negatives need the symbol,
> positive is always assumed hence no need for the '+'.
>
Yep I’ve looked directly in the SRD sources :)

>> It works as I expect but since I’m directly modifying Rage vars, it
>> might be a bit messy. What do you think?
>
> Not messy at all. That is actually the preferred method. But only works
> if someone set up the
> ability in question with variable names.
>
Ok then, I’ll keep my feat that way if this is the preferred one. Next
step is now to implement a Class which replace Rage with other bonuses
but not those from this feat ;)
--
   ,= ,-_-. =.   LoĂŻc Guitaut
  ((_/)o o(\_))  http://www.belfalas.org
   `-'(. .)`-'   Jabber ID : Flink@...
       \_/       GnuPG KeyID : 0xA78CD85D



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

#22058 From: LoĂŻc Guitaut <flink@...>
Date: Tue Jan 3, 2012 5:14 pm
Subject: Re: Adding bonuses to an existing feat
loicgt
Send Email Send Email
 
Le 03/01/2012 14:52, Eric C Smith a écrit :
> Hi Folks!
>
> Andrew wrote:
>> LoĂŻc Guitaut wrote:
>>> Okay, I was searching for something like this but didn’t understand how
>>> it was possible to achieve (I’ve read the documentation though… too much
>>> things in it ;))
>>
>> Hm, that's not good - We should make it easier to search.
>
>
> The OP is correct. There is a lot of stuff to look through but the way the
docs are currently set up it is near impossible to do any kind of global generic
search for a solution. That is why we have our Yahoo lists. We do need to work
on restructuring the docs so that they can be globally searchable by keyword. I
have had a few ideas on how to do this in the past but don't have the time to
tackle the effort, which will be huge, but even then our best solution for the
tough questions will always be the Yahoo lists.
>
Ok that’s fine by me. If I have further questions, I’ll annoy you guys ;)
--
   ,= ,-_-. =.   LoĂŻc Guitaut
  ((_/)o o(\_))  http://www.belfalas.org
   `-'(. .)`-'   Jabber ID : Flink@...
       \_/       GnuPG KeyID : 0xA78CD85D



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

#22059 From: Loďc Guitaut <flink@...>
Date: Wed Jan 4, 2012 12:32 am
Subject: Applying a template only when an ability is active
loicgt
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Hi!

I’m trying to activate a template but only when an ability is active and
I don’t understand how to do it. I have a polymorph-like ability that
gives to my character natural attacks and transform him in a bear. The
only way I found to add natural attacks is to do it with a template.
The problem is that my template is always active :/

This is my code:
the template:

Black Bear Morph
   PREVAREQ:Enraged,1
   SIZE:M
   FACE:5
   REACH:5
   LEGS:4
   HANDS:3
   VISIBLE:NO
   BONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACK
   BONUS:MOVEADD|TYPE.Walk|40-MOVEBASE

NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d4|Bi\
te,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d6

and the ability:
Bear morph (black)
   CATEGORY:Special Ability
   TYPE:SpecialAttack.Supernatural
   VISIBLE:YES
   DESC:%1 times/day|RageTimes
   DEFINE:RageMiscStrBonus|0
   DEFINE:RageMiscConBonus|0
   DEFINE:RageMiscDexBonus|0
   BONUS:STAT|DEX|2+RageMiscDexBonus|PREVAREQ:Enraged,1|PREAPPLY:PC
   BONUS:VAR|RageStrBonus|-RageStrBonus+8+RageMiscStrBonus|
PREVAREQ:Enraged,1|PREAPPLY:PC
   BONUS:VAR|RageConBonus|-RageConBonus+4+RageMiscConBonus|
PREVAREQ:Enraged,1|PREAPPLY:PC
   BONUS:VAR|RageMiscStrBonus|RecklessRageStrBonus|
PREVAREQ:RecklessRage,1
   BONUS:VAR|RageMiscConBonus|RecklessRageConBonus|
PREVAREQ:RecklessRage,1
   TEMPLATE:Black Bear Morph

Any idea how to achieve this please?

Thanks!
--
   ,= ,-_-. =.   LoĂŻc Guitaut
  ((_/)o o(\_))  http://www.belfalas.org
   `-'(. .)`-'   Jabber ID : Flink@...
       \_/       GnuPG KeyID : 0xA78CD85D


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

#22060 From: Andrew <drew0500@...>
Date: Wed Jan 4, 2012 6:02 am
Subject: Re: Applying a template only when an ability is active
Drew0500
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Hi,

Well, I can answer that, but here is the rub, Natural Attacks don't like to be
removed. That said if
you want it to be activated by a Temp Bonus this is how to do it.

Main Ability
     CATEGORY:Special Ability
<Add all the extra stuff>
     DEFINE:ActivateTempBonusBlackBearTemplate|0
<Note you may name this whatever you like, but the wordiness helps illustrate
it's purpose for examples>
     BONUS:VAR|ActivateTempBonusBlackBearTemplate|1|PREAPPLY:PC
     ABILITY:Internal|AUTOMATIC|Activate Black Bear
Ability|PREVARGTEQ:ActivateTempBonusBlackBearTemplate,1


Activate Black Bear Ability
     CATEGORY:Internal
     TEMPLATE:Your Bear Template

This is the watered down simplified version, but that should explain what is
needed in a nutshell.
Just in case you weren't seeing what I did - The Var Controls when the Ability
Housing the Template
is activated, in theory when you disable the Var - by removing the temp bonus,
the Ability and
Template is also removed.

Cheers,
On 1/3/2012 4:32 PM, LoĂŻc Guitaut wrote:
> Hi!
>
> I’m trying to activate a template but only when an ability is active and
> I don’t understand how to do it. I have a polymorph-like ability that
> gives to my character natural attacks and transform him in a bear. The
> only way I found to add natural attacks is to do it with a template.
> The problem is that my template is always active :/
>
> This is my code:
> the template:
>
> Black Bear Morph
>   PREVAREQ:Enraged,1
>   SIZE:M
>   FACE:5
>   REACH:5
>   LEGS:4
>   HANDS:3
>   VISIBLE:NO
>   BONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACK
>   BONUS:MOVEADD|TYPE.Walk|40-MOVEBASE
>
>
NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d4|Bi\
te,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d6
>
> and the ability:
> Bear morph (black)
>   CATEGORY:Special Ability
>   TYPE:SpecialAttack.Supernatural
>   VISIBLE:YES
>   DESC:%1 times/day|RageTimes
>   DEFINE:RageMiscStrBonus|0
>   DEFINE:RageMiscConBonus|0
>   DEFINE:RageMiscDexBonus|0
>   BONUS:STAT|DEX|2+RageMiscDexBonus|PREVAREQ:Enraged,1|PREAPPLY:PC
>   BONUS:VAR|RageStrBonus|-RageStrBonus+8+RageMiscStrBonus|
> PREVAREQ:Enraged,1|PREAPPLY:PC
>   BONUS:VAR|RageConBonus|-RageConBonus+4+RageMiscConBonus|
> PREVAREQ:Enraged,1|PREAPPLY:PC
>   BONUS:VAR|RageMiscStrBonus|RecklessRageStrBonus|
> PREVAREQ:RecklessRage,1
>   BONUS:VAR|RageMiscConBonus|RecklessRageConBonus|
> PREVAREQ:RecklessRage,1
>   TEMPLATE:Black Bear Morph
>
> Any idea how to achieve this please?
>
> Thanks!

--
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]

#22061 From: LoĂŻc Guitaut <flink@...>
Date: Wed Jan 4, 2012 10:56 am
Subject: Re: Applying a template only when an ability is active
loicgt
Send Email Send Email
 
Le 04/01/2012 07:02, Andrew a écrit :
> Well, I can answer that, but here is the rub, Natural Attacks don't like
> to be removed. That said if
> you want it to be activated by a Temp Bonus this is how to do it.
>
Ok so natural attacks will be kept when they should be removed even with
your method?

> Main Ability
> CATEGORY:Special Ability
> <Add all the extra stuff>
> DEFINE:ActivateTempBonusBlackBearTemplate|0
> <Note you may name this whatever you like, but the wordiness helps
> illustrate it's purpose for examples>
> BONUS:VAR|ActivateTempBonusBlackBearTemplate|1|PREAPPLY:PC
> ABILITY:Internal|AUTOMATIC|Activate Black Bear
> Ability|PREVARGTEQ:ActivateTempBonusBlackBearTemplate,1
>
> Activate Black Bear Ability
> CATEGORY:Internal
> TEMPLATE:Your Bear Template
>
That’s a bit tricky but understandable ;) I’ll try this and tell you if
it works as expected.

> This is the watered down simplified version, but that should explain
> what is needed in a nutshell.
> Just in case you weren't seeing what I did - The Var Controls when the
> Ability Housing the Template
> is activated, in theory when you disable the Var - by removing the temp
> bonus, the Ability and
> Template is also removed.
>
> Cheers,
Thanks again!
--
   ,= ,-_-. =.   LoĂŻc Guitaut
  ((_/)o o(\_))  http://www.belfalas.org
   `-'(. .)`-'   Jabber ID : Flink@...
       \_/       GnuPG KeyID : 0xA78CD85D



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

#22062 From: Andrew <drew0500@...>
Date: Wed Jan 4, 2012 4:24 pm
Subject: Re: Applying a template only when an ability is active
Drew0500
Send Email Send Email
 
Hi,



On 1/4/2012 2:56 AM, LoĂŻc Guitaut wrote:
> Le 04/01/2012 07:02, Andrew a écrit :
>> Well, I can answer that, but here is the rub, Natural Attacks don't like
>> to be removed. That said if
>> you want it to be activated by a Temp Bonus this is how to do it.
>>
> Ok so natural attacks will be kept when they should be removed even with
> your method?

Regardless of Method - the NATURALATTACK tag does not like to be removed. It's
nothing I can address
in the LST code, it is something in the Java Code. How much effort it would take
to alter the
behavior I honestly can't say. We can always open a FREQ to get the behavior
changed. OR you can use
the newer Output Sheet Block I set up. That can be added/removed, changed on a
whim without too much
effort. When you're asking your questions for implementing things a certain way,
the natural
tendency is to answer the question as asked. Hence, my answer addresses the
Subject/Question as
asked and includes how I understand those methods to work. If you want to
implement the Natural
Attack OS Block I set up you'll need to use an ability with the following tags:

Ability Name (Doesn't matter what you call it)
     CATEGORY:Natural Attack
     TYPE:NaturalAttack
     ASPECT:NaturalAttackName|<Name You Want to Display>
     ASPECT:NaturalAttackToHit|<Number or Formula for displaying a number>
     ASPECT:NaturalAttackDamage|<Damage as you wish to display, typical is xdy>
     ASPECT:NaturalAttackDamageBonus|<Damage Bonus if any>
     ASPECT:NaturalAttackType|<Lethal, Non-Lethal, Fire, Bludgeoning, or anything
else you want>
     ASPECT:NaturalAttackThreatRange|<What number can threaten a critical>
     ASPECT:NaturalAttackCritMult|<What is the multplier value>
     ASPECT:NaturalAttackReach|<REACH.VAL is a good default as it sets the reach
to RACE normal>
     ASPECT:NaturalAttackNotes|<Any notes you want to add, incorporeal touch, con
drain, poison DC, etc>
     DESC:For additional notes you want to display

>
>> Main Ability
>> CATEGORY:Special Ability
>> <Add all the extra stuff>
>> DEFINE:ActivateTempBonusBlackBearTemplate|0
>> <Note you may name this whatever you like, but the wordiness helps
>> illustrate it's purpose for examples>
>> BONUS:VAR|ActivateTempBonusBlackBearTemplate|1|PREAPPLY:PC
>> ABILITY:Internal|AUTOMATIC|Activate Black Bear
>> Ability|PREVARGTEQ:ActivateTempBonusBlackBearTemplate,1
>>
>> Activate Black Bear Ability
>> CATEGORY:Internal
>> TEMPLATE:Your Bear Template
>>
> That’s a bit tricky but understandable ;) I’ll try this and tell you if
> it works as expected.

Heh, it's actually fairly simple. I can show you tricky stuff if you'd like.
Explaining the
ABILITYCATEGORY can be a little tricky at times.

>
>> This is the watered down simplified version, but that should explain
>> what is needed in a nutshell.
>> Just in case you weren't seeing what I did - The Var Controls when the
>> Ability Housing the Template
>> is activated, in theory when you disable the Var - by removing the temp
>> bonus, the Ability and
>> Template is also removed.
>>
>> Cheers,
> Thanks again!

Good luck.


--
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]

#22063 From: Eric C Smith <maredudd@...>
Date: Wed Jan 4, 2012 5:28 pm
Subject: Re: Applying a template only when an ability is active
maredudd800
Send Email Send Email
 
Hi Folks!

One quick note. If the natural attack is applied by a template that is applied
through the Template tab, as opposed to by an ability, removal of the template
does remove the natural attack. At least it was removed last night while I was
trouble shooting a similar problem.

Andrew wrote:
> > Ok so natural attacks will be kept when they should be removed even with
> > your method?
>
> Regardless of Method - the NATURALATTACK tag does not like to be removed. It's
nothing I can address
> in the LST code, it is something in the Java Code. How much effort it would
take to alter the
> behavior I honestly can't say. We can always open a FREQ to get the behavior
changed.

M

#22064 From: Loďc Guitaut <flink@...>
Date: Wed Jan 4, 2012 11:28 pm
Subject: Re: Applying a template only when an ability is active
loicgt
Send Email Send Email
 
Ok so now I’m trying with a template that I can apply from the template
tab in inventory, and it seems to work. But still now my natural attacks
are added, why Bite and Claw aren’t show in the character sheet? Even if
I remove equipment from hands, there is still nothing displayed :(

Le mercredi 04 janvier 2012 à 12:28 -0500, Eric C Smith a écrit :
>
> Hi Folks!
>
> One quick note. If the natural attack is applied by a template that is
> applied through the Template tab, as opposed to by an ability, removal
> of the template does remove the natural attack. At least it was
> removed last night while I was trouble shooting a similar problem.
>
> Andrew wrote:
> > > Ok so natural attacks will be kept when they should be removed
> even with
> > > your method?
> >
> > Regardless of Method - the NATURALATTACK tag does not like to be
> removed. It's nothing I can address
> > in the LST code, it is something in the Java Code. How much effort
> it would take to alter the
> > behavior I honestly can't say. We can always open a FREQ to get the
> behavior changed.
>
> M
>
>
>
>
>


--
   ,= ,-_-. =.   LoĂŻc Guitaut
  ((_/)o o(\_))  http://www.belfalas.org
   `-'(. .)`-'   Jabber ID : Flink@...
       \_/       GnuPG KeyID : 0xA78CD85D


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

#22065 From: Andrew <drew0500@...>
Date: Wed Jan 4, 2012 11:35 pm
Subject: Re: Applying a template only when an ability is active
Drew0500
Send Email Send Email
 
Hi,



On 1/4/2012 3:28 PM, LoĂŻc Guitaut wrote:
> Ok so now I’m trying with a template that I can apply from the template
> tab in inventory, and it seems to work. But still now my natural attacks
> are added, why Bite and Claw aren’t show in the character sheet? Even if
> I remove equipment from hands, there is still nothing displayed :(

Did you equip your natural attacks?

>
> Le mercredi 04 janvier 2012 à 12:28 -0500, Eric C Smith a écrit :
>>
>> Hi Folks!
>>
>> One quick note. If the natural attack is applied by a template that is
>> applied through the Template tab, as opposed to by an ability, removal
>> of the template does remove the natural attack. At least it was
>> removed last night while I was trouble shooting a similar problem.
>>
>> Andrew wrote:
>>>> Ok so natural attacks will be kept when they should be removed
>> even with
>>>> your method?
>>> Regardless of Method - the NATURALATTACK tag does not like to be
>> removed. It's nothing I can address
>>> in the LST code, it is something in the Java Code. How much effort
>> it would take to alter the
>>> behavior I honestly can't say. We can always open a FREQ to get the
>> behavior changed.
>>
>> M
>>
>>
>>
>>
>>

--
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]

#22066 From: LoĂŻc Guitaut <flink@...>
Date: Thu Jan 5, 2012 8:49 am
Subject: Re: Applying a template only when an ability is active
loicgt
Send Email Send Email
 
Hi!

Le 05/01/2012 00:35, Andrew a écrit :
>
>
> Hi,
>
> On 1/4/2012 3:28 PM, LoĂŻc Guitaut wrote:
>> Ok so now I’m trying with a template that I can apply from the template
>> tab in inventory, and it seems to work. But still now my natural attacks
>> are added, why Bite and Claw aren’t show in the character sheet? Even if
>> I remove equipment from hands, there is still nothing displayed :(
>
> Did you equip your natural attacks?
>
No I don’t know how. There is no Bite or Claw in my equipment (didn’t
see them though). Is there a way to force an equipment in a template?
(to automatically switch to these weapons)
--
   ,= ,-_-. =.   LoĂŻc Guitaut
  ((_/)o o(\_))  http://www.belfalas.org
   `-'(. .)`-'   Jabber ID : Flink@...
       \_/       GnuPG KeyID : 0xA78CD85D



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

#22067 From: Andrew <drew0500@...>
Date: Fri Jan 6, 2012 4:02 am
Subject: Re: Applying a template only when an ability is active
Drew0500
Send Email Send Email
 
Hi,



On 1/5/2012 12:49 AM, LoĂŻc Guitaut wrote:
> Hi!
>
> Le 05/01/2012 00:35, Andrew a écrit :
>>
>>
>> Hi,
>>
>> On 1/4/2012 3:28 PM, LoĂŻc Guitaut wrote:
>>> Ok so now I’m trying with a template that I can apply from the template
>>> tab in inventory, and it seems to work. But still now my natural attacks
>>> are added, why Bite and Claw aren’t show in the character sheet? Even if
>>> I remove equipment from hands, there is still nothing displayed :(
>> Did you equip your natural attacks?
>>
> No I don’t know how. There is no Bite or Claw in my equipment (didn’t
> see them though). Is there a way to force an equipment in a template?
> (to automatically switch to these weapons)

There should be if the NATURALATTACKs is in place. AUTO:EQUIP would be the tag
you're looking for.

Cheers,


--
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]

#22068 From: "CalebU" <culfers@...>
Date: Fri Jan 6, 2012 5:02 am
Subject: Question about the CONTAINS tag
bleaciu
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Could I use the CONTAINS tag to make a container where only the first 200 pounds
put into it counted toward the character's encumbrance?

#22069 From: Loďc Guitaut <flink@...>
Date: Fri Jan 6, 2012 5:29 pm
Subject: Re: Applying a template only when an ability is active
loicgt
Send Email Send Email
 
Le jeudi 05 janvier 2012 à 20:02 -0800, Andrew a écrit :
>> On 1/4/2012 3:28 PM, LoĂŻc Guitaut wrote:
> >>> Ok so now I’m trying with a template that I can apply from the
> template
> >>> tab in inventory, and it seems to work. But still now my natural
> attacks
> >>> are added, why Bite and Claw aren’t show in the character sheet?
> Even if
> >>> I remove equipment from hands, there is still nothing displayed :(
> >> Did you equip your natural attacks?
> >>
> > No I don’t know how. There is no Bite or Claw in my equipment
> (didn’t
> > see them though). Is there a way to force an equipment in a
> template?
> > (to automatically switch to these weapons)
>
> There should be if the NATURALATTACKs is in place. AUTO:EQUIP would be
> the tag you're looking for.
>
Thanks! But now when lst files are loaded, I have an error: “SEVERE
Unconstructed Reference: Equipment Claw” and the same for Bite.

This is the defined natural attacks in my template:
NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d4|Bi\
te,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d6

and the auto equip: AUTO:EQUIP|Claw|Bite

I really don’t understand all this equipment part :/
--
   ,= ,-_-. =.   LoĂŻc Guitaut
  ((_/)o o(\_))  http://www.belfalas.org
   `-'(. .)`-'   Jabber ID : Flink@...
       \_/       GnuPG KeyID : 0xA78CD85D


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

#22070 From: Andrew <drew0500@...>
Date: Fri Jan 6, 2012 8:43 pm
Subject: Re: Applying a template only when an ability is active
Drew0500
Send Email Send Email
 
Yeah, on a reload it seems to have an issue with a false missing equipment - but
if you look it
should be there. Which version of PCGen are you using again?



On 1/6/2012 9:29 AM, LoĂŻc Guitaut wrote:
> Le jeudi 05 janvier 2012 à 20:02 -0800, Andrew a écrit :
>>> On 1/4/2012 3:28 PM, LoĂŻc Guitaut wrote:
>>>>> Ok so now I’m trying with a template that I can apply from the
>> template
>>>>> tab in inventory, and it seems to work. But still now my natural
>> attacks
>>>>> are added, why Bite and Claw aren’t show in the character sheet?
>> Even if
>>>>> I remove equipment from hands, there is still nothing displayed :(
>>>> Did you equip your natural attacks?
>>>>
>>> No I don’t know how. There is no Bite or Claw in my equipment
>> (didn’t
>>> see them though). Is there a way to force an equipment in a
>> template?
>>> (to automatically switch to these weapons)
>> There should be if the NATURALATTACKs is in place. AUTO:EQUIP would be
>> the tag you're looking for.
>>
> Thanks! But now when lst files are loaded, I have an error: “SEVERE
> Unconstructed Reference: Equipment Claw” and the same for Bite.
>
> This is the defined natural attacks in my template:
>
NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d4|Bi\
te,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d6
>
> and the auto equip: AUTO:EQUIP|Claw|Bite
>
> I really don’t understand all this equipment part :/

--
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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