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#22837 From: "rogerwllco" <g.a.renting@...>
Date: Sat Jan 5, 2013 3:53 am
Subject: Coding the Fey'ri
rogerwllco
Send Email Send Email
 
Greetings LST monkeys,

I'm currently trying to code the Forgotten Realms race of the Fey'ri.
I do have them partially coded in my CMP 5.14 files (SOURCELONG:Players Guide to
Faerun SOURCEPAGE:p.191)

It however appears that CMP never coded the Demonic Abilities that this race
has. They just left it at
"Fey'ri_1_Ability,Fey'ri_2_Ability,Fey'ri_3_Ability,Fey'ri_4_Ability" Now I
won't go into full details, but basically you can choose four abilities from an
eleven long list.

I've been looking at the TEMPLATE:CHOOSE:x|x, but that doesn't seem to give me
what I want, as it only allows to select ONE from a list, not four. I understand
that I'd probably would have to write out all eleven abilities as templates.

There is an additional twist to the story, as some choices add +1 LA, but others
do not. Do I need to code the Fey'ri twice, once with the +LA choices and once
without?

Any suggestions on what the best way to code something like this is?

Thank you,

Adriaan Renting/RogerWilco

#22838 From: Andrew <drew0500@...>
Date: Sat Jan 5, 2013 4:49 am
Subject: Re: Coding the Fey'ri
Drew0500
Send Email Send Email
 
Hi,

So, if I was coding it to pcgen best practices I would end up with something
like this:

#Race
My Race    BONUS:ABILITYPOOL|My Race Trait Choice|4    More Race Stuff

#AbilityCategory

ABILITYCATEGORY:My Race Trait Choice
     CATEGORY:Special Ability
     TYPE:MyRaceSpecific
     PLURAL:My Race Trait Choices
     DISPLAYLOCATION:Racial Abilities
     VISIBLE:QUALIFY
     EDITABLE:YES
     EDITPOOL:YES

#Ability
My Race Trait #1
     CATEGORY:Special Ability
     TYPE:SpecialQuality.MyRaceSpecific
     DESC:My Cool Description Here

My Race Trait #2
     CATEGORY:Special Ability
     TYPE:SpecialAttack.MyRaceSpecific
     DESC:A cool attack power

etc.

So what then happens, I add my 'My Race' which gives me four selections of
abilities I may then add,
those four of eleven abilities are all defined. The Key is to have the TYPE in
the ability match the
TYPE of the AbilityCategory.

Cheers,

On 1/4/2013 7:53 PM, rogerwllco wrote:
> Greetings LST monkeys,
>
> I'm currently trying to code the Forgotten Realms race of the Fey'ri.
> I do have them partially coded in my CMP 5.14 files (SOURCELONG:Players Guide
to Faerun SOURCEPAGE:p.191)
>
> It however appears that CMP never coded the Demonic Abilities that this race
has. They just left it at
"Fey'ri_1_Ability,Fey'ri_2_Ability,Fey'ri_3_Ability,Fey'ri_4_Ability" Now I
won't go into full details, but basically you can choose four abilities from an
eleven long list.
>
> I've been looking at the TEMPLATE:CHOOSE:x|x, but that doesn't seem to give me
what I want, as it only allows to select ONE from a list, not four. I understand
that I'd probably would have to write out all eleven abilities as templates.
>
> There is an additional twist to the story, as some choices add +1 LA, but
others do not. Do I need to code the Fey'ri twice, once with the +LA choices and
once without?
>
> Any suggestions on what the best way to code something like this is?
>
> Thank you,
>
> Adriaan Renting/RogerWilco
>
>
>
> ------------------------------------
>
> 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]

#22839 From: "rogerwllco" <g.a.renting@...>
Date: Sat Jan 5, 2013 4:50 am
Subject: Coding Stoneblessed
rogerwllco
Send Email Send Email
 
Greetings LST monkeys,

I have a solution to a problem I'm having, but I was wondering if my solution is
the right one.

I'm trying to code the following ability: "The stoneblessed meets any racial
prerequisite for prestige classes and feats as if she were a member of her
bonded race." Where bonded race is any of Dwarf, Gnome or Goliath depending on
template choices made earlier. (Races of Stone p.123)

In my current CMP 5.14 datasets this is only coded as a SAB, just like for
example the Half-elf "Elven Blood". This means that for example PrCs that say
PRERACE:1,Dwarf will not allow a Stoneblessed to qualify.

I've looked at how the half-elf is coded in the SRD 3.5 dataset and there it
also seems to have RACESUBTYPE:Elf

What I think I need to do for my CMP 5.14 datasets is add the RACESUBTYPE: tags
in classes like Stoneblessed and in the half-elf and half-orc and similar races,
and replace PRERACE with PRERACE:1,RACESUBTYPE= in all the PrCs that have Elf,
Orc, Dwarf, etc. as prerequisites.

I would know no other way to have for example a Stoneblessed Elf count as both
Elf and Dwarf.

But before I go ahead and change all my LST files, I was wondering if this is
indeed the way to go.

Thanks,

Adriaan Renting/RogerWilco

#22840 From: Andrew <drew0500@...>
Date: Sat Jan 5, 2013 5:22 am
Subject: Re: Coding Stoneblessed
Drew0500
Send Email Send Email
 
Hi,

Yes, sounds like you indeed have to alter the PRERACE to use
PRERACE:1,RACESUBTYPE=x

Or this might work - USE a SUBRACE tag in a template

and then the Race will be 'Elf (Dwarf)' and PRERACE:1,Dwarf% *should* work. You
would have to test
it, but if you want to try a minor change before a major one, that would be the
advice I would give.

Otherwise, it would appear you are on the right track.

Cheers,

On 1/4/2013 8:50 PM, rogerwllco wrote:
> Greetings LST monkeys,
>
> I have a solution to a problem I'm having, but I was wondering if my solution
is the right one.
>
> I'm trying to code the following ability: "The stoneblessed meets any racial
prerequisite for prestige classes and feats as if she were a member of her
bonded race." Where bonded race is any of Dwarf, Gnome or Goliath depending on
template choices made earlier. (Races of Stone p.123)
>
> In my current CMP 5.14 datasets this is only coded as a SAB, just like for
example the Half-elf "Elven Blood". This means that for example PrCs that say
PRERACE:1,Dwarf will not allow a Stoneblessed to qualify.
>
> I've looked at how the half-elf is coded in the SRD 3.5 dataset and there it
also seems to have RACESUBTYPE:Elf
>
> What I think I need to do for my CMP 5.14 datasets is add the RACESUBTYPE:
tags in classes like Stoneblessed and in the half-elf and half-orc and similar
races, and replace PRERACE with PRERACE:1,RACESUBTYPE= in all the PrCs that have
Elf, Orc, Dwarf, etc. as prerequisites.
>
> I would know no other way to have for example a Stoneblessed Elf count as both
Elf and Dwarf.
>
> But before I go ahead and change all my LST files, I was wondering if this is
indeed the way to go.
>
> Thanks,
>
> Adriaan Renting/RogerWilco
>
>
>
> ------------------------------------
>
> 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]

#22841 From: "rogerwllco" <g.a.renting@...>
Date: Sat Jan 5, 2013 6:26 am
Subject: Re: Coding the Fey'ri
rogerwllco
Send Email Send Email
 
Thank you,

That took a bit more work than expected, as the CMP files don't use Abilities.

But I now have a new tab under "Feats and Abilities" labelled "Racial Abilities"
which does allow me to select the 4 out of 11 abilities.

I have two remaining problems:

1) The selections do not show up under Special Abilities on the Output Sheet or
anywhere else on the output sheet.

2) One of the abilities is DR 10/Magic, is there a way I can get that to show in
the Output Sheet under Damage Reduction. Would the BENEFIT tag be able to help
me there? I don't fully understand how that tag would work. Would that also work
for spells?

Cheers,

Adriaan Renting/RogerWilco

--- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>
> Hi,
>
> So, if I was coding it to pcgen best practices I would end up with something
like this:
>
> #Race
> My Race    BONUS:ABILITYPOOL|My Race Trait Choice|4    More Race Stuff
>
> #AbilityCategory
>
> ABILITYCATEGORY:My Race Trait Choice
>     CATEGORY:Special Ability
>     TYPE:MyRaceSpecific
>     PLURAL:My Race Trait Choices
>     DISPLAYLOCATION:Racial Abilities
>     VISIBLE:QUALIFY
>     EDITABLE:YES
>     EDITPOOL:YES
>
> #Ability
> My Race Trait #1
>     CATEGORY:Special Ability
>     TYPE:SpecialQuality.MyRaceSpecific
>     DESC:My Cool Description Here
>
> My Race Trait #2
>     CATEGORY:Special Ability
>     TYPE:SpecialAttack.MyRaceSpecific
>     DESC:A cool attack power
>
> etc.
>
> So what then happens, I add my 'My Race' which gives me four selections of
abilities I may then add,
> those four of eleven abilities are all defined. The Key is to have the TYPE in
the ability match the
> TYPE of the AbilityCategory.
>
> Cheers,
>
> On 1/4/2013 7:53 PM, rogerwllco wrote:
> > Greetings LST monkeys,
> >
> > I'm currently trying to code the Forgotten Realms race of the Fey'ri.
> > I do have them partially coded in my CMP 5.14 files (SOURCELONG:Players
Guide to Faerun SOURCEPAGE:p.191)
> >
> > It however appears that CMP never coded the Demonic Abilities that this race
has. They just left it at
"Fey'ri_1_Ability,Fey'ri_2_Ability,Fey'ri_3_Ability,Fey'ri_4_Ability" Now I
won't go into full details, but basically you can choose four abilities from an
eleven long list.
> >
> > I've been looking at the TEMPLATE:CHOOSE:x|x, but that doesn't seem to give
me what I want, as it only allows to select ONE from a list, not four. I
understand that I'd probably would have to write out all eleven abilities as
templates.
> >
> > There is an additional twist to the story, as some choices add +1 LA, but
others do not. Do I need to code the Fey'ri twice, once with the +LA choices and
once without?
> >
> > Any suggestions on what the best way to code something like this is?
> >
> > Thank you,
> >
> > Adriaan Renting/RogerWilco
> >
> >
> >
> > ------------------------------------
> >
> > 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]
>

#22842 From: Andrew <drew0500@...>
Date: Sat Jan 5, 2013 6:33 am
Subject: Re: Re: Coding the Fey'ri
Drew0500
Send Email Send Email
 
Hi,

An ability must be 'CATEGORY:Special Ability' and then one of the TYPE entries
must be
'SpecialQuality' or 'SpecialAttack' to appear on the OS.

TYPE:MyAbility.SpecialQuality.SpecialAttack

Would give the types 'MyAbility' 'SpecialQuality' and 'SpecialAttack'

'DR:10/Magic' in the ability will have it show up in the DR box.

Cheers,


On 1/4/2013 10:26 PM, rogerwllco wrote:
> Thank you,
>
> That took a bit more work than expected, as the CMP files don't use Abilities.
>
> But I now have a new tab under "Feats and Abilities" labelled "Racial
Abilities" which does allow me to select the 4 out of 11 abilities.
>
> I have two remaining problems:
>
> 1) The selections do not show up under Special Abilities on the Output Sheet
or anywhere else on the output sheet.
>
> 2) One of the abilities is DR 10/Magic, is there a way I can get that to show
in the Output Sheet under Damage Reduction. Would the BENEFIT tag be able to
help me there? I don't fully understand how that tag would work. Would that also
work for spells?
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>
> --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>> Hi,
>>
>> So, if I was coding it to pcgen best practices I would end up with something
like this:
>>
>> #Race
>> My Race    BONUS:ABILITYPOOL|My Race Trait Choice|4    More Race Stuff
>>
>> #AbilityCategory
>>
>> ABILITYCATEGORY:My Race Trait Choice
>>     CATEGORY:Special Ability
>>     TYPE:MyRaceSpecific
>>     PLURAL:My Race Trait Choices
>>     DISPLAYLOCATION:Racial Abilities
>>     VISIBLE:QUALIFY
>>     EDITABLE:YES
>>     EDITPOOL:YES
>>
>> #Ability
>> My Race Trait #1
>>     CATEGORY:Special Ability
>>     TYPE:SpecialQuality.MyRaceSpecific
>>     DESC:My Cool Description Here
>>
>> My Race Trait #2
>>     CATEGORY:Special Ability
>>     TYPE:SpecialAttack.MyRaceSpecific
>>     DESC:A cool attack power
>>
>> etc.
>>
>> So what then happens, I add my 'My Race' which gives me four selections of
abilities I may then add,
>> those four of eleven abilities are all defined. The Key is to have the TYPE
in the ability match the
>> TYPE of the AbilityCategory.
>>
>> Cheers,
>>
>> On 1/4/2013 7:53 PM, rogerwllco wrote:
>>> Greetings LST monkeys,
>>>
>>> I'm currently trying to code the Forgotten Realms race of the Fey'ri.
>>> I do have them partially coded in my CMP 5.14 files (SOURCELONG:Players
Guide to Faerun SOURCEPAGE:p.191)
>>>
>>> It however appears that CMP never coded the Demonic Abilities that this race
has. They just left it at
"Fey'ri_1_Ability,Fey'ri_2_Ability,Fey'ri_3_Ability,Fey'ri_4_Ability" Now I
won't go into full details, but basically you can choose four abilities from an
eleven long list.
>>>
>>> I've been looking at the TEMPLATE:CHOOSE:x|x, but that doesn't seem to give
me what I want, as it only allows to select ONE from a list, not four. I
understand that I'd probably would have to write out all eleven abilities as
templates.
>>>
>>> There is an additional twist to the story, as some choices add +1 LA, but
others do not. Do I need to code the Fey'ri twice, once with the +LA choices and
once without?
>>>
>>> Any suggestions on what the best way to code something like this is?
>>>
>>> Thank you,
>>>
>>> Adriaan Renting/RogerWilco
>>>
>>>
>>>
>>> ------------------------------------
>>>
>>> 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]

#22843 From: "rogerwllco" <g.a.renting@...>
Date: Sat Jan 5, 2013 7:40 am
Subject: Re: Coding the Fey'ri
rogerwllco
Send Email Send Email
 
I think I've set those correctly. I also copied the
ABILITYCATEGORY:Special Ability
ABILITYCATEGORY:Special Quality or Attack

from the rsrd_ability_categories_core.lst because these seem to define the
needed CATEGORY's and TYPE's and the CMP files didn't have them. I had to add
ABILITY and ABILITYCATEGORY files to the PCC files. I didn't edit miscinfo.lst

I can't get the DR to show up

I currently have it written like this:

#Ability
DR:10/Magic  CATEGORY:Special Ability TYPE:SpecialQuality.FeyRiDemonicAbility
DESC:Damage Reduction 10/magic BENEFIT:DR:10/Magic

I'm wondering if my output sheets might need something different to support this
syntax in 5.14. I can't see what files are used inside the program, I can only
select a colour, but for the PDF output I use
/outputsheets/d20/fantasy/pdf/csheet_fantasy_simple_green_light.xslt


Thank you for your help so far,

Adriaan Renting/RogerWilco

--- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>
> Hi,
>
> An ability must be 'CATEGORY:Special Ability' and then one of the TYPE entries
must be
> 'SpecialQuality' or 'SpecialAttack' to appear on the OS.
>
> TYPE:MyAbility.SpecialQuality.SpecialAttack
>
> Would give the types 'MyAbility' 'SpecialQuality' and 'SpecialAttack'
>
> 'DR:10/Magic' in the ability will have it show up in the DR box.
>
> Cheers,
>
>
> On 1/4/2013 10:26 PM, rogerwllco wrote:
> > Thank you,
> >
> > That took a bit more work than expected, as the CMP files don't use
Abilities.
> >
> > But I now have a new tab under "Feats and Abilities" labelled "Racial
Abilities" which does allow me to select the 4 out of 11 abilities.
> >
> > I have two remaining problems:
> >
> > 1) The selections do not show up under Special Abilities on the Output Sheet
or anywhere else on the output sheet.
> >
> > 2) One of the abilities is DR 10/Magic, is there a way I can get that to
show in the Output Sheet under Damage Reduction. Would the BENEFIT tag be able
to help me there? I don't fully understand how that tag would work. Would that
also work for spells?
> >
> > Cheers,
> >
> > Adriaan Renting/RogerWilco
> >
> > --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
> >> Hi,
> >>
> >> So, if I was coding it to pcgen best practices I would end up with
something like this:
> >>
> >> #Race
> >> My Race    BONUS:ABILITYPOOL|My Race Trait Choice|4    More Race Stuff
> >>
> >> #AbilityCategory
> >>
> >> ABILITYCATEGORY:My Race Trait Choice
> >>     CATEGORY:Special Ability
> >>     TYPE:MyRaceSpecific
> >>     PLURAL:My Race Trait Choices
> >>     DISPLAYLOCATION:Racial Abilities
> >>     VISIBLE:QUALIFY
> >>     EDITABLE:YES
> >>     EDITPOOL:YES
> >>
> >> #Ability
> >> My Race Trait #1
> >>     CATEGORY:Special Ability
> >>     TYPE:SpecialQuality.MyRaceSpecific
> >>     DESC:My Cool Description Here
> >>
> >> My Race Trait #2
> >>     CATEGORY:Special Ability
> >>     TYPE:SpecialAttack.MyRaceSpecific
> >>     DESC:A cool attack power
> >>
> >> etc.
> >>
> >> So what then happens, I add my 'My Race' which gives me four selections of
abilities I may then add,
> >> those four of eleven abilities are all defined. The Key is to have the TYPE
in the ability match the
> >> TYPE of the AbilityCategory.
> >>
> >> Cheers,
> >>
> >> On 1/4/2013 7:53 PM, rogerwllco wrote:
> >>> Greetings LST monkeys,
> >>>
> >>> I'm currently trying to code the Forgotten Realms race of the Fey'ri.
> >>> I do have them partially coded in my CMP 5.14 files (SOURCELONG:Players
Guide to Faerun SOURCEPAGE:p.191)
> >>>
> >>> It however appears that CMP never coded the Demonic Abilities that this
race has. They just left it at
"Fey'ri_1_Ability,Fey'ri_2_Ability,Fey'ri_3_Ability,Fey'ri_4_Ability" Now I
won't go into full details, but basically you can choose four abilities from an
eleven long list.
> >>>
> >>> I've been looking at the TEMPLATE:CHOOSE:x|x, but that doesn't seem to
give me what I want, as it only allows to select ONE from a list, not four. I
understand that I'd probably would have to write out all eleven abilities as
templates.
> >>>
> >>> There is an additional twist to the story, as some choices add +1 LA, but
others do not. Do I need to code the Fey'ri twice, once with the +LA choices and
once without?
> >>>
> >>> Any suggestions on what the best way to code something like this is?
> >>>
> >>> Thank you,
> >>>
> >>> Adriaan Renting/RogerWilco
> >>>
> >>>
> >>>
> >>> ------------------------------------
> >>>
> >>> 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]
>

#22844 From: Andrew <drew0500@...>
Date: Sat Jan 5, 2013 9:12 am
Subject: Re: Re: Coding the Fey'ri
Drew0500
Send Email Send Email
 
Hi,

There is no

'ABILITYCATEGORY:Special Quality or Attack'


In the RSRD you'll see 'ABILITYCATEGORY:Special Ability' with 'CATEGORY:Special
Ability' and
'VISIBLE:NO'

That's a parent category. Once you have that set up you'll be good to go. Your
ABILITIES however
need to be

Ability #1
     CATEGORY:Special Ability
     TYPE:SpecialQuality.MySpecificAbility

See, the ABILITY itself needs the designation, since the OS filters the
individual abilities based
upon Category and Type. ABILITYCATEGORY uses TYPE to determine which abilities
it can 'see' or
'belong' to it. I've been asking for an improvement here to change that to avoid
this sort of
confusion. I've proposed that we move to using something like this:

ABILITYLIST:TYPE=MySpecificAbility|Ability #2

Then it becomes a lot more clear on intent. However, until that is implemented,
TYPE:MySpecificAbility in AbilityCategory only means those Abilities with the
TYPE
'MySpecificAbility' will be displayed or belong in that particular
AbilityCategory.

I certain hope that makes more sense.

For OS filtering:

Any Ability of 'CATEGORY:Special Ability' with 'TYPE:SpecialQuality' will be
displayed in the
Special Qualities box.
Any Ability of 'CATEGORY:Special Ability' with 'TYPE:SpecialAttack' will be
displayed in the Special
Attacks box.

If you add the TYPEs 'Extraordinary', 'Supernatural', 'SpellLike' or 'Psionic'
the name of the
Ability will be appended with (Ex), (Su), (Sp) or (Ps). This applies to
SpecialQuality or SpecialAttack.

We have a TON of display options, but those are the MOST commonly used ones.

Cheers,

On 1/4/2013 11:40 PM, rogerwllco wrote:
>
>
> I think I've set those correctly. I also copied the
> ABILITYCATEGORY:Special Ability
> ABILITYCATEGORY:Special Quality or Attack
>
> from the rsrd_ability_categories_core.lst because these seem to define the
needed CATEGORY's and TYPE's and the CMP files didn't have them. I had to add
ABILITY and ABILITYCATEGORY files to the PCC files. I didn't edit miscinfo.lst
>
> I can't get the DR to show up
>
> I currently have it written like this:
>
> #Ability
> DR:10/Magic  CATEGORY:Special Ability TYPE:SpecialQuality.FeyRiDemonicAbility
DESC:Damage Reduction 10/magic BENEFIT:DR:10/Magic
>
> I'm wondering if my output sheets might need something different to support
this syntax in 5.14. I can't see what files are used inside the program, I can
only select a colour, but for the PDF output I use
/outputsheets/d20/fantasy/pdf/csheet_fantasy_simple_green_light.xslt
>
>
> Thank you for your help so far,
>
> Adriaan Renting/RogerWilco
>
> --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>> Hi,
>>
>> An ability must be 'CATEGORY:Special Ability' and then one of the TYPE
entries must be
>> 'SpecialQuality' or 'SpecialAttack' to appear on the OS.
>>
>> TYPE:MyAbility.SpecialQuality.SpecialAttack
>>
>> Would give the types 'MyAbility' 'SpecialQuality' and 'SpecialAttack'
>>
>> 'DR:10/Magic' in the ability will have it show up in the DR box.
>>
>> Cheers,
>>
>>
>> On 1/4/2013 10:26 PM, rogerwllco wrote:
>>> Thank you,
>>>
>>> That took a bit more work than expected, as the CMP files don't use
Abilities.
>>>
>>> But I now have a new tab under "Feats and Abilities" labelled "Racial
Abilities" which does allow me to select the 4 out of 11 abilities.
>>>
>>> I have two remaining problems:
>>>
>>> 1) The selections do not show up under Special Abilities on the Output Sheet
or anywhere else on the output sheet.
>>>
>>> 2) One of the abilities is DR 10/Magic, is there a way I can get that to
show in the Output Sheet under Damage Reduction. Would the BENEFIT tag be able
to help me there? I don't fully understand how that tag would work. Would that
also work for spells?
>>>
>>> Cheers,
>>>
>>> Adriaan Renting/RogerWilco
>>>
>>> --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>>>> Hi,
>>>>
>>>> So, if I was coding it to pcgen best practices I would end up with
something like this:
>>>>
>>>> #Race
>>>> My Race    BONUS:ABILITYPOOL|My Race Trait Choice|4    More Race Stuff
>>>>
>>>> #AbilityCategory
>>>>
>>>> ABILITYCATEGORY:My Race Trait Choice
>>>>     CATEGORY:Special Ability
>>>>     TYPE:MyRaceSpecific
>>>>     PLURAL:My Race Trait Choices
>>>>     DISPLAYLOCATION:Racial Abilities
>>>>     VISIBLE:QUALIFY
>>>>     EDITABLE:YES
>>>>     EDITPOOL:YES
>>>>
>>>> #Ability
>>>> My Race Trait #1
>>>>     CATEGORY:Special Ability
>>>>     TYPE:SpecialQuality.MyRaceSpecific
>>>>     DESC:My Cool Description Here
>>>>
>>>> My Race Trait #2
>>>>     CATEGORY:Special Ability
>>>>     TYPE:SpecialAttack.MyRaceSpecific
>>>>     DESC:A cool attack power
>>>>
>>>> etc.
>>>>
>>>> So what then happens, I add my 'My Race' which gives me four selections of
abilities I may then add,
>>>> those four of eleven abilities are all defined. The Key is to have the TYPE
in the ability match the
>>>> TYPE of the AbilityCategory.
>>>>
>>>> Cheers,
>>>>
>>>> On 1/4/2013 7:53 PM, rogerwllco wrote:
>>>>> Greetings LST monkeys,
>>>>>
>>>>> I'm currently trying to code the Forgotten Realms race of the Fey'ri.
>>>>> I do have them partially coded in my CMP 5.14 files (SOURCELONG:Players
Guide to Faerun SOURCEPAGE:p.191)
>>>>>
>>>>> It however appears that CMP never coded the Demonic Abilities that this
race has. They just left it at
"Fey'ri_1_Ability,Fey'ri_2_Ability,Fey'ri_3_Ability,Fey'ri_4_Ability" Now I
won't go into full details, but basically you can choose four abilities from an
eleven long list.
>>>>>
>>>>> I've been looking at the TEMPLATE:CHOOSE:x|x, but that doesn't seem to
give me what I want, as it only allows to select ONE from a list, not four. I
understand that I'd probably would have to write out all eleven abilities as
templates.
>>>>>
>>>>> There is an additional twist to the story, as some choices add +1 LA, but
others do not. Do I need to code the Fey'ri twice, once with the +LA choices and
once without?
>>>>>
>>>>> Any suggestions on what the best way to code something like this is?
>>>>>
>>>>> Thank you,
>>>>>
>>>>> Adriaan Renting/RogerWilco
>>>>>
>>>>>
>>>>>
>>>>> ------------------------------------
>>>>>
>>>>> 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
>
>
>
>

--
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]

#22845 From: "rogerwllco" <g.a.renting@...>
Date: Mon Jan 7, 2013 12:34 am
Subject: Re: Coding the Fey'ri
rogerwllco
Send Email Send Email
 
Thank you again for your reply.

--- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>
> Hi,
>
> There is no
>
> 'ABILITYCATEGORY:Special Quality or Attack'
>
There is in version CVS $Revision: 5882 $ $Author: tir-gwaith $ -- Sun Dec 16
12:00:20 2007 that comes with 5.14.1

>
> In the RSRD you'll see 'ABILITYCATEGORY:Special Ability' with
'CATEGORY:Special Ability' and
> 'VISIBLE:NO'
>
> That's a parent category. Once you have that set up you'll be good >to go.

I figured that I also need to define the SpecialQuality TYPE somewhere, and in
the rsrd I have, that seems to be done in the "Special Quality or Attack" with
TYPE:SpecialQuality.SpecialAttack
Is this not needed? The ABILITYCATEGORY:Special Ability doesn't define it.

> Your ABILITIES however
> need to be
>
> Ability #1
>     CATEGORY:Special Ability
>     TYPE:SpecialQuality.MySpecificAbility
>

In the line about DR I quoted below, I think that's exactly what I did.

DR:10/Magic  CATEGORY:Special Ability TYPE:SpecialQuality.FeyRiDemonicAbility
DESC:Damage Reduction 10/magic BENEFIT:DR:10/Magic

> See, the ABILITY itself needs the designation, since the OS filters the
individual abilities based
> upon Category and Type. ABILITYCATEGORY uses TYPE to determine which abilities
it can 'see' or
> 'belong' to it. I've been asking for an improvement here to change that to
avoid this sort of
> confusion. I've proposed that we move to using something like this:
>
> ABILITYLIST:TYPE=MySpecificAbility|Ability #2
>
> Then it becomes a lot more clear on intent. However, until that is
implemented,
> TYPE:MySpecificAbility in AbilityCategory only means those Abilities with the
TYPE
> 'MySpecificAbility' will be displayed or belong in that particular
AbilityCategory.
>
> I certain hope that makes more sense.
>
This explanation is clearer, but I think I already got it from the documentation
and your earlier examples. I don't see anything I did wrong, except that the
ABILITYCATEGORY:Special Quality or Attack might be superfluous. But as the OS
I'm trying to use is meant to work with that version of the rsrd, I thought it
was probably useful to include.

> For OS filtering:
>
> Any Ability of 'CATEGORY:Special Ability' with 'TYPE:SpecialQuality' will be
displayed in the
> Special Qualities box.
> Any Ability of 'CATEGORY:Special Ability' with 'TYPE:SpecialAttack' will be
displayed in the Special
> Attacks box.
>
I could not get this to work. If I just load rsrd-basic and make a rogue, I can
select "Rogue Special Abilities" and they do show up.

I did some comparisons between how the Rogue is coded in the rsrd and what I had
done, and in the end I got it to work by adding an SAB: to each ability. This is
what is displayed on the output sheet. It doesn't do anything with TYPE
Extraordinary, SpellLike or Supernatural, it takes the SAB: description verbatim
and that's what it displays. It doesn't use the name of the ability, its DESC or
its BENEFIT.

The damage reduction now also works, I now have it coded like this:

Damage Reduction 10/Magic  CATEGORY:Special Ability
TYPE:SpecialQuality.Extraordinary.FeyRiDemonicAbility DESC:Damage Reduction
10/Magic DR:10/Magic SAB:DR 10/Magic

Extraordinary is just there for testing.

The output sheet shows "DR 10/Magic" no (Ex).

In the end I figured it out by looking at how the Rogue was coded in the rsrd.
That also has VISIBLE:Qualify on each ability line, but leaving it out seems to
have no effect.

Thanks for pointing me in the right direction,

Adriaan Renting/RogerWilco


> If you add the TYPEs 'Extraordinary', 'Supernatural', 'SpellLike' or 'Psionic'
the name of the
> Ability will be appended with (Ex), (Su), (Sp) or (Ps). This applies to
SpecialQuality or SpecialAttack.
>
> We have a TON of display options, but those are the MOST commonly used ones.
>
> Cheers,
>
> On 1/4/2013 11:40 PM, rogerwllco wrote:
> >
> >
> > I think I've set those correctly. I also copied the
> > ABILITYCATEGORY:Special Ability
> > ABILITYCATEGORY:Special Quality or Attack
> >
> > from the rsrd_ability_categories_core.lst because these seem to define the
needed CATEGORY's and TYPE's and the CMP files didn't have them. I had to add
ABILITY and ABILITYCATEGORY files to the PCC files. I didn't edit miscinfo.lst
> >
> > I can't get the DR to show up
> >
> > I currently have it written like this:
> >
> > #Ability
> > DR:10/Magic  CATEGORY:Special Ability
TYPE:SpecialQuality.FeyRiDemonicAbility DESC:Damage Reduction 10/magic
BENEFIT:DR:10/Magic
> >
> > I'm wondering if my output sheets might need something different to support
this syntax in 5.14. I can't see what files are used inside the program, I can
only select a colour, but for the PDF output I use
/outputsheets/d20/fantasy/pdf/csheet_fantasy_simple_green_light.xslt
> >
> >
> > Thank you for your help so far,
> >
> > Adriaan Renting/RogerWilco
> >
> > --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
> >> Hi,
> >>
> >> An ability must be 'CATEGORY:Special Ability' and then one of the TYPE
entries must be
> >> 'SpecialQuality' or 'SpecialAttack' to appear on the OS.
> >>
> >> TYPE:MyAbility.SpecialQuality.SpecialAttack
> >>
> >> Would give the types 'MyAbility' 'SpecialQuality' and 'SpecialAttack'
> >>
> >> 'DR:10/Magic' in the ability will have it show up in the DR box.
> >>
> >> Cheers,
> >>
> >>
> >> On 1/4/2013 10:26 PM, rogerwllco wrote:
> >>> Thank you,
> >>>
> >>> That took a bit more work than expected, as the CMP files don't use
Abilities.
> >>>
> >>> But I now have a new tab under "Feats and Abilities" labelled "Racial
Abilities" which does allow me to select the 4 out of 11 abilities.
> >>>
> >>> I have two remaining problems:
> >>>
> >>> 1) The selections do not show up under Special Abilities on the Output
Sheet or anywhere else on the output sheet.
> >>>
> >>> 2) One of the abilities is DR 10/Magic, is there a way I can get that to
show in the Output Sheet under Damage Reduction. Would the BENEFIT tag be able
to help me there? I don't fully understand how that tag would work. Would that
also work for spells?
> >>>
> >>> Cheers,
> >>>
> >>> Adriaan Renting/RogerWilco
> >>>
> >>> --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
> >>>> Hi,
> >>>>
> >>>> So, if I was coding it to pcgen best practices I would end up with
something like this:
> >>>>
> >>>> #Race
> >>>> My Race    BONUS:ABILITYPOOL|My Race Trait Choice|4    More Race Stuff
> >>>>
> >>>> #AbilityCategory
> >>>>
> >>>> ABILITYCATEGORY:My Race Trait Choice
> >>>>     CATEGORY:Special Ability
> >>>>     TYPE:MyRaceSpecific
> >>>>     PLURAL:My Race Trait Choices
> >>>>     DISPLAYLOCATION:Racial Abilities
> >>>>     VISIBLE:QUALIFY
> >>>>     EDITABLE:YES
> >>>>     EDITPOOL:YES
> >>>>
> >>>> #Ability
> >>>> My Race Trait #1
> >>>>     CATEGORY:Special Ability
> >>>>     TYPE:SpecialQuality.MyRaceSpecific
> >>>>     DESC:My Cool Description Here
> >>>>
> >>>> My Race Trait #2
> >>>>     CATEGORY:Special Ability
> >>>>     TYPE:SpecialAttack.MyRaceSpecific
> >>>>     DESC:A cool attack power
> >>>>
> >>>> etc.
> >>>>
> >>>> So what then happens, I add my 'My Race' which gives me four selections
of abilities I may then add,
> >>>> those four of eleven abilities are all defined. The Key is to have the
TYPE in the ability match the
> >>>> TYPE of the AbilityCategory.
> >>>>
> >>>> Cheers,
> >>>>
> >>>> On 1/4/2013 7:53 PM, rogerwllco wrote:
> >>>>> Greetings LST monkeys,
> >>>>>
> >>>>> I'm currently trying to code the Forgotten Realms race of the Fey'ri.
> >>>>> I do have them partially coded in my CMP 5.14 files (SOURCELONG:Players
Guide to Faerun SOURCEPAGE:p.191)
> >>>>>
> >>>>> It however appears that CMP never coded the Demonic Abilities that this
race has. They just left it at
"Fey'ri_1_Ability,Fey'ri_2_Ability,Fey'ri_3_Ability,Fey'ri_4_Ability" Now I
won't go into full details, but basically you can choose four abilities from an
eleven long list.
> >>>>>
> >>>>> I've been looking at the TEMPLATE:CHOOSE:x|x, but that doesn't seem to
give me what I want, as it only allows to select ONE from a list, not four. I
understand that I'd probably would have to write out all eleven abilities as
templates.
> >>>>>
> >>>>> There is an additional twist to the story, as some choices add +1 LA,
but others do not. Do I need to code the Fey'ri twice, once with the +LA choices
and once without?
> >>>>>
> >>>>> Any suggestions on what the best way to code something like this is?
> >>>>>
> >>>>> Thank you,
> >>>>>
> >>>>> Adriaan Renting/RogerWilco
> >>>>>
> >>>>>
> >>>>>
> >>>>> ------------------------------------
> >>>>>
> >>>>> 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
> >
> >
> >
> >
>
> --
> 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]
>

#22846 From: Andrew <drew0500@...>
Date: Mon Jan 7, 2013 12:55 am
Subject: Re: Re: Coding the Fey'ri
Drew0500
Send Email Send Email
 
Hi,



On 1/6/2013 4:34 PM, rogerwllco wrote:
> Thank you again for your reply.
>
> --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>> Hi,
>>
>> There is no
>>
>> 'ABILITYCATEGORY:Special Quality or Attack'
>>
> There is in version CVS $Revision: 5882 $ $Author: tir-gwaith $ -- Sun Dec 16
12:00:20 2007 that comes with 5.14.1
>
>> In the RSRD you'll see 'ABILITYCATEGORY:Special Ability' with
'CATEGORY:Special Ability' and
>> 'VISIBLE:NO'
>>
>> That's a parent category. Once you have that set up you'll be good >to go.
> I figured that I also need to define the SpecialQuality TYPE somewhere, and in
the rsrd I have, that seems to be done in the "Special Quality or Attack" with
TYPE:SpecialQuality.SpecialAttack
> Is this not needed? The ABILITYCATEGORY:Special Ability doesn't define it.

Those do *not* need to be defined. They are empty types. Those are used in the
OS (base.xml and xlst
files, and htm) to properly display those abilities.


>
>> Your ABILITIES however
>> need to be
>>
>> Ability #1
>>     CATEGORY:Special Ability
>>     TYPE:SpecialQuality.MySpecificAbility
>>
> In the line about DR I quoted below, I think that's exactly what I did.
>
> DR:10/Magic  CATEGORY:Special Ability TYPE:SpecialQuality.FeyRiDemonicAbility
DESC:Damage Reduction 10/magic BENEFIT:DR:10/Magic

Don't name an ability the exact same thing as a Tag.  Call it Damage Reduction
10/Magic if you like.
The 'DR:10/Magic' is a tag, not a name.

DR 10/Magic  CATEGORY:Special Ability TYPE:SpecialQuality.FeyRiDemonicAbility
DESC:Damage Reduction 10/magic BENEFIT:DR:10/Magic DR:10/Magic



>
>> See, the ABILITY itself needs the designation, since the OS filters the
individual abilities based
>> upon Category and Type. ABILITYCATEGORY uses TYPE to determine which
abilities it can 'see' or
>> 'belong' to it. I've been asking for an improvement here to change that to
avoid this sort of
>> confusion. I've proposed that we move to using something like this:
>>
>> ABILITYLIST:TYPE=MySpecificAbility|Ability #2
>>
>> Then it becomes a lot more clear on intent. However, until that is
implemented,
>> TYPE:MySpecificAbility in AbilityCategory only means those Abilities with the
TYPE
>> 'MySpecificAbility' will be displayed or belong in that particular
AbilityCategory.
>>
>> I certain hope that makes more sense.
>>
> This explanation is clearer, but I think I already got it from the
documentation and your earlier examples. I don't see anything I did wrong,
except that the ABILITYCATEGORY:Special Quality or Attack might be superfluous.
But as the OS I'm trying to use is meant to work with that version of the rsrd,
I thought it was probably useful to include.

ABILITYCATEGORY:Special Quality
ABILITYCATEGORY:Special Attack

or any other variant is not used anywhere in the RSRD. I would highly recommend
against it

The OS uses CATEGORY:Special Ability with TYPE:SpecialQuality

Trust me, adding anything else is a waste of time.


>
>> For OS filtering:
>>
>> Any Ability of 'CATEGORY:Special Ability' with 'TYPE:SpecialQuality' will be
displayed in the
>> Special Qualities box.
>> Any Ability of 'CATEGORY:Special Ability' with 'TYPE:SpecialAttack' will be
displayed in the Special
>> Attacks box.
>>
> I could not get this to work. If I just load rsrd-basic and make a rogue, I
can select "Rogue Special Abilities" and they do show up.
>
> I did some comparisons between how the Rogue is coded in the rsrd and what I
had done, and in the end I got it to work by adding an SAB: to each ability.
This is what is displayed on the output sheet. It doesn't do anything with TYPE
Extraordinary, SpellLike or Supernatural, it takes the SAB: description verbatim
and that's what it displays. It doesn't use the name of the ability, its DESC or
its BENEFIT.
>
> The damage reduction now also works, I now have it coded like this:
>
> Damage Reduction 10/Magic  CATEGORY:Special Ability
TYPE:SpecialQuality.Extraordinary.FeyRiDemonicAbility DESC:Damage Reduction
10/Magic DR:10/Magic SAB:DR 10/Magic
>
> Extraordinary is just there for testing.
>
> The output sheet shows "DR 10/Magic" no (Ex).
>
> In the end I figured it out by looking at how the Rogue was coded in the rsrd.
That also has VISIBLE:Qualify on each ability line, but leaving it out seems to
have no effect.
>
> Thanks for pointing me in the right direction,
>
> Adriaan Renting/RogerWilco
>
>
>> If you add the TYPEs 'Extraordinary', 'Supernatural', 'SpellLike' or
'Psionic' the name of the
>> Ability will be appended with (Ex), (Su), (Sp) or (Ps). This applies to
SpecialQuality or SpecialAttack.
>>
>> We have a TON of display options, but those are the MOST commonly used ones.
>>
>> Cheers,
>>
>> On 1/4/2013 11:40 PM, rogerwllco wrote:
>>> I think I've set those correctly. I also copied the
>>> ABILITYCATEGORY:Special Ability
>>> ABILITYCATEGORY:Special Quality or Attack
>>>
>>> from the rsrd_ability_categories_core.lst because these seem to define the
needed CATEGORY's and TYPE's and the CMP files didn't have them. I had to add
ABILITY and ABILITYCATEGORY files to the PCC files. I didn't edit miscinfo.lst
>>>
>>> I can't get the DR to show up
>>>
>>> I currently have it written like this:
>>>
>>> #Ability
>>> DR:10/Magic  CATEGORY:Special Ability
TYPE:SpecialQuality.FeyRiDemonicAbility DESC:Damage Reduction 10/magic
BENEFIT:DR:10/Magic
>>>
>>> I'm wondering if my output sheets might need something different to support
this syntax in 5.14. I can't see what files are used inside the program, I can
only select a colour, but for the PDF output I use
/outputsheets/d20/fantasy/pdf/csheet_fantasy_simple_green_light.xslt
>>>
>>>
>>> Thank you for your help so far,
>>>
>>> Adriaan Renting/RogerWilco
>>>
>>> --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>>>> Hi,
>>>>
>>>> An ability must be 'CATEGORY:Special Ability' and then one of the TYPE
entries must be
>>>> 'SpecialQuality' or 'SpecialAttack' to appear on the OS.
>>>>
>>>> TYPE:MyAbility.SpecialQuality.SpecialAttack
>>>>
>>>> Would give the types 'MyAbility' 'SpecialQuality' and 'SpecialAttack'
>>>>
>>>> 'DR:10/Magic' in the ability will have it show up in the DR box.
>>>>
>>>> Cheers,
>>>>
>>>>
>>>> On 1/4/2013 10:26 PM, rogerwllco wrote:
>>>>> Thank you,
>>>>>
>>>>> That took a bit more work than expected, as the CMP files don't use
Abilities.
>>>>>
>>>>> But I now have a new tab under "Feats and Abilities" labelled "Racial
Abilities" which does allow me to select the 4 out of 11 abilities.
>>>>>
>>>>> I have two remaining problems:
>>>>>
>>>>> 1) The selections do not show up under Special Abilities on the Output
Sheet or anywhere else on the output sheet.
>>>>>
>>>>> 2) One of the abilities is DR 10/Magic, is there a way I can get that to
show in the Output Sheet under Damage Reduction. Would the BENEFIT tag be able
to help me there? I don't fully understand how that tag would work. Would that
also work for spells?
>>>>>
>>>>> Cheers,
>>>>>
>>>>> Adriaan Renting/RogerWilco
>>>>>
>>>>> --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>>>>>> Hi,
>>>>>>
>>>>>> So, if I was coding it to pcgen best practices I would end up with
something like this:
>>>>>>
>>>>>> #Race
>>>>>> My Race    BONUS:ABILITYPOOL|My Race Trait Choice|4    More Race Stuff
>>>>>>
>>>>>> #AbilityCategory
>>>>>>
>>>>>> ABILITYCATEGORY:My Race Trait Choice
>>>>>>     CATEGORY:Special Ability
>>>>>>     TYPE:MyRaceSpecific
>>>>>>     PLURAL:My Race Trait Choices
>>>>>>     DISPLAYLOCATION:Racial Abilities
>>>>>>     VISIBLE:QUALIFY
>>>>>>     EDITABLE:YES
>>>>>>     EDITPOOL:YES
>>>>>>
>>>>>> #Ability
>>>>>> My Race Trait #1
>>>>>>     CATEGORY:Special Ability
>>>>>>     TYPE:SpecialQuality.MyRaceSpecific
>>>>>>     DESC:My Cool Description Here
>>>>>>
>>>>>> My Race Trait #2
>>>>>>     CATEGORY:Special Ability
>>>>>>     TYPE:SpecialAttack.MyRaceSpecific
>>>>>>     DESC:A cool attack power
>>>>>>
>>>>>> etc.
>>>>>>
>>>>>> So what then happens, I add my 'My Race' which gives me four selections
of abilities I may then add,
>>>>>> those four of eleven abilities are all defined. The Key is to have the
TYPE in the ability match the
>>>>>> TYPE of the AbilityCategory.
>>>>>>
>>>>>> Cheers,
>>>>>>
>>>>>> On 1/4/2013 7:53 PM, rogerwllco wrote:
>>>>>>> Greetings LST monkeys,
>>>>>>>
>>>>>>> I'm currently trying to code the Forgotten Realms race of the Fey'ri.
>>>>>>> I do have them partially coded in my CMP 5.14 files (SOURCELONG:Players
Guide to Faerun SOURCEPAGE:p.191)
>>>>>>>
>>>>>>> It however appears that CMP never coded the Demonic Abilities that this
race has. They just left it at
"Fey'ri_1_Ability,Fey'ri_2_Ability,Fey'ri_3_Ability,Fey'ri_4_Ability" Now I
won't go into full details, but basically you can choose four abilities from an
eleven long list.
>>>>>>>
>>>>>>> I've been looking at the TEMPLATE:CHOOSE:x|x, but that doesn't seem to
give me what I want, as it only allows to select ONE from a list, not four. I
understand that I'd probably would have to write out all eleven abilities as
templates.
>>>>>>>
>>>>>>> There is an additional twist to the story, as some choices add +1 LA,
but others do not. Do I need to code the Fey'ri twice, once with the +LA choices
and once without?
>>>>>>>
>>>>>>> Any suggestions on what the best way to code something like this is?
>>>>>>>
>>>>>>> Thank you,
>>>>>>>
>>>>>>> Adriaan Renting/RogerWilco
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> ------------------------------------
>>>>>>>
>>>>>>> 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
>>>
>>>
>>>
>>>
>> --
>> 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]

#22847 From: "rogerwllco" <g.a.renting@...>
Date: Mon Jan 7, 2013 2:36 am
Subject: Re: Coding Stoneblessed
rogerwllco
Send Email Send Email
 
Thanks for the reply.

Unfortunately adding a SUBRACE tag in a template doesn't work. At least not to
qualify for PRERACE

I will have to do it the hard way.

Cheers,

Adriaan Renting/RogerWilco

--- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>
> Hi,
>
> Yes, sounds like you indeed have to alter the PRERACE to use
PRERACE:1,RACESUBTYPE=x
>
> Or this might work - USE a SUBRACE tag in a template
>
> and then the Race will be 'Elf (Dwarf)' and PRERACE:1,Dwarf% *should* work.
You would have to test
> it, but if you want to try a minor change before a major one, that would be
the advice I would give.
>
> Otherwise, it would appear you are on the right track.
>
> Cheers,
>
> On 1/4/2013 8:50 PM, rogerwllco wrote:
> > Greetings LST monkeys,
> >
> > I have a solution to a problem I'm having, but I was wondering if my
solution is the right one.
> >
> > I'm trying to code the following ability: "The stoneblessed meets any racial
prerequisite for prestige classes and feats as if she were a member of her
bonded race." Where bonded race is any of Dwarf, Gnome or Goliath depending on
template choices made earlier. (Races of Stone p.123)
> >
> > In my current CMP 5.14 datasets this is only coded as a SAB, just like for
example the Half-elf "Elven Blood". This means that for example PrCs that say
PRERACE:1,Dwarf will not allow a Stoneblessed to qualify.
> >
> > I've looked at how the half-elf is coded in the SRD 3.5 dataset and there it
also seems to have RACESUBTYPE:Elf
> >
> > What I think I need to do for my CMP 5.14 datasets is add the RACESUBTYPE:
tags in classes like Stoneblessed and in the half-elf and half-orc and similar
races, and replace PRERACE with PRERACE:1,RACESUBTYPE= in all the PrCs that have
Elf, Orc, Dwarf, etc. as prerequisites.
> >
> > I would know no other way to have for example a Stoneblessed Elf count as
both Elf and Dwarf.
> >
> > But before I go ahead and change all my LST files, I was wondering if this
is indeed the way to go.
> >
> > Thanks,
> >
> > Adriaan Renting/RogerWilco
> >
> >
> >
> > ------------------------------------
> >
> > 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]
>

#22848 From: "rogerwllco" <g.a.renting@...>
Date: Mon Jan 7, 2013 6:34 am
Subject: Wildshape Ranger from UA
rogerwllco
Send Email Send Email
 
Greetings LST monkeys,

I have another problem: I'm trying to code the variant wildshape ranger from
Srd3.5 / Unearthed Arcana.

It works if coded like this:
CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
SUBSTITUTIONCLASS:Wildshape Ranger
SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeLvl|CL=Ranger
BONUS:VAR|WildShapeDuration|CL=Ranger DEFINE:WildShapeLvl|0
SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,6
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,7
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,10
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,14
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,18
SUBSTITUTIONLEVEL:1 
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,16
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,18
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,20
SUBSTITUTIONLEVEL:1  BONUS:VAR|RangerFELvl|CL=Ranger
BONUS:VAR|WildEmpathy|CL=Ranger ADD:FEAT|1|TYPE=FavoredEnemy
AUTO:WEAPONPROF|TYPE.Martial AUTO:FEAT|Armor Proficiency (Light)|Shield
Proficiency|Simple Weapon Proficiency|Martial Weapon Proficiency|Base Favored
Enemy|Wild Empathy|Track
SUBSTITUTIONLEVEL:2  AUTO:FEAT|Acrobatic
SUBSTITUTIONLEVEL:2  AUTO:FEAT|Fast Movement~Barbarian
SUBSTITUTIONLEVEL:5  AUTO:FEAT|Alertness
SUBSTITUTIONLEVEL:5  AUTO:FEAT|Wild Shape
SUBSTITUTIONLEVEL:6  CAST:0,1
SUBSTITUTIONLEVEL:11 CAST:0,1,1,0

It doesn't work if I comment out the two bogus feats at level 2 and 5:

CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
SUBSTITUTIONCLASS:Wildshape Ranger
SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeLvl|CL=Ranger
BONUS:VAR|WildShapeDuration|CL=Ranger DEFINE:WildShapeLvl|0
SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,6
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,7
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,10
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,14
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,18
SUBSTITUTIONLEVEL:1 
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,16
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,18
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,20
SUBSTITUTIONLEVEL:1  BONUS:VAR|RangerFELvl|CL=Ranger
BONUS:VAR|WildEmpathy|CL=Ranger ADD:FEAT|1|TYPE=FavoredEnemy
AUTO:WEAPONPROF|TYPE.Martial AUTO:FEAT|Armor Proficiency (Light)|Shield
Proficiency|Simple Weapon Proficiency|Martial Weapon Proficiency|Base Favored
Enemy|Wild Empathy|Track
#SUBSTITUTIONLEVEL:2  AUTO:FEAT|Acrobatic
SUBSTITUTIONLEVEL:2  AUTO:FEAT|Fast Movement~Barbarian
#SUBSTITUTIONLEVEL:5  AUTO:FEAT|Alertness
SUBSTITUTIONLEVEL:5  AUTO:FEAT|Wild Shape
SUBSTITUTIONLEVEL:6  CAST:0,1
SUBSTITUTIONLEVEL:11 CAST:0,1,1,0

If I do this, I still get the option to select the Wildshape Ranger variant at
level 2 and 5, but the program behaves as if I didn't, for example, at level 2
it asks me for Two Weapon Fighting or Ranged combat style from the normal
Ranger.

The only change I'm making is commenting out those two lines. I've tried keeping
them as empty lines, but that gave a SEVERE error in parsing the LST files and
broke PCGen.

Any suggestions on what I might be doing wrong? Somehow the level 1 substitution
level seems fine, I do get the Track feat for example.

Cheers,

Adriaan Renting/RogerWilco

#22849 From: Andrew <drew0500@...>
Date: Mon Jan 7, 2013 6:50 am
Subject: [Code] Re: Wildshape Ranger from UA
Drew0500
Send Email Send Email
 
Hi,

I'm not exactly sure what the problem is. Might be best to open a Code Bug in
the JIRA for this one.

Attach the class file in question, and then a coder will take a gander. It's a
bit too late for me
to delve into debugging code tonight though.

However, my main question is why the multiple same levels? You have x4 Level 1;
x2 Level 2, x2 Level 5.

And why are you commenting the lines out instead of properly deleting them?

If I had to hazard a guess, I'd say the code sees the Comment line as the end of
the Substitution Class.

I've cc'd the coders who would have an idea.

Cheers,


On 1/6/2013 10:34 PM, rogerwllco wrote:
> Greetings LST monkeys,
>
> I have another problem: I'm trying to code the variant wildshape ranger from
Srd3.5 / Unearthed Arcana.
>
> It works if coded like this:
> CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
> SUBSTITUTIONCLASS:Wildshape Ranger
> SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeLvl|CL=Ranger
BONUS:VAR|WildShapeDuration|CL=Ranger DEFINE:WildShapeLvl|0
> SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,6
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,7
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,10
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,14
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,18
> SUBSTITUTIONLEVEL:1 
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,16
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,18
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,20
> SUBSTITUTIONLEVEL:1  BONUS:VAR|RangerFELvl|CL=Ranger
BONUS:VAR|WildEmpathy|CL=Ranger ADD:FEAT|1|TYPE=FavoredEnemy
AUTO:WEAPONPROF|TYPE.Martial AUTO:FEAT|Armor Proficiency (Light)|Shield
Proficiency|Simple Weapon Proficiency|Martial Weapon Proficiency|Base Favored
Enemy|Wild Empathy|Track
> SUBSTITUTIONLEVEL:2  AUTO:FEAT|Acrobatic
> SUBSTITUTIONLEVEL:2  AUTO:FEAT|Fast Movement~Barbarian
> SUBSTITUTIONLEVEL:5  AUTO:FEAT|Alertness
> SUBSTITUTIONLEVEL:5  AUTO:FEAT|Wild Shape
> SUBSTITUTIONLEVEL:6  CAST:0,1
> SUBSTITUTIONLEVEL:11 CAST:0,1,1,0
>
> It doesn't work if I comment out the two bogus feats at level 2 and 5:
>
> CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
> SUBSTITUTIONCLASS:Wildshape Ranger
> SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeLvl|CL=Ranger
BONUS:VAR|WildShapeDuration|CL=Ranger DEFINE:WildShapeLvl|0
> SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,6
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,7
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,10
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,14
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,18
> SUBSTITUTIONLEVEL:1 
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,16
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,18
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,20
> SUBSTITUTIONLEVEL:1  BONUS:VAR|RangerFELvl|CL=Ranger
BONUS:VAR|WildEmpathy|CL=Ranger ADD:FEAT|1|TYPE=FavoredEnemy
AUTO:WEAPONPROF|TYPE.Martial AUTO:FEAT|Armor Proficiency (Light)|Shield
Proficiency|Simple Weapon Proficiency|Martial Weapon Proficiency|Base Favored
Enemy|Wild Empathy|Track
> #SUBSTITUTIONLEVEL:2  AUTO:FEAT|Acrobatic
> SUBSTITUTIONLEVEL:2  AUTO:FEAT|Fast Movement~Barbarian
> #SUBSTITUTIONLEVEL:5  AUTO:FEAT|Alertness
> SUBSTITUTIONLEVEL:5  AUTO:FEAT|Wild Shape
> SUBSTITUTIONLEVEL:6  CAST:0,1
> SUBSTITUTIONLEVEL:11 CAST:0,1,1,0
>
> If I do this, I still get the option to select the Wildshape Ranger variant at
level 2 and 5, but the program behaves as if I didn't, for example, at level 2
it asks me for Two Weapon Fighting or Ranged combat style from the normal
Ranger.
>
> The only change I'm making is commenting out those two lines. I've tried
keeping them as empty lines, but that gave a SEVERE error in parsing the LST
files and broke PCGen.
>
> Any suggestions on what I might be doing wrong? Somehow the level 1
substitution level seems fine, I do get the Track feat for example.
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>
>
>
>
>
> ------------------------------------
>
> 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]

#22850 From: "rogerwllco" <g.a.renting@...>
Date: Mon Jan 7, 2013 9:35 am
Subject: [Code] Re: Wildshape Ranger from UA
rogerwllco
Send Email Send Email
 
This is just one of many permutations I've tried, I've tried without the
commented out lines as well (doesn't work), I've tried with all the level 1
stuff on one line (makes no difference).

I've tried much simpler variants like:

CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
SUBSTITUTIONCLASS:Wildshape Ranger
SUBSTITUTIONLEVEL:1  AUTO:FEAT|Alertness
SUBSTITUTIONLEVEL:1  AUTO:FEAT|Acrobatic
SUBSTITUTIONLEVEL:2  AUTO:FEAT|Fast Movement~Barbarian
SUBSTITUTIONLEVEL:5  AUTO:FEAT|Wild Shape

level 2 and 5 get ignored.

CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
SUBSTITUTIONCLASS:Wildshape Ranger
SUBSTITUTIONLEVEL:1  AUTO:FEAT|Alertness
SUBSTITUTIONLEVEL:2  AUTO:FEAT|Acrobatic
SUBSTITUTIONLEVEL:2  AUTO:FEAT|Fast Movement~Barbarian
SUBSTITUTIONLEVEL:5  AUTO:FEAT|Wild Shape

Level 1 and 5 get ignored.

CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
SUBSTITUTIONCLASS:Wildshape Ranger
SUBSTITUTIONLEVEL:1  AUTO:FEAT|Alertness
SUBSTITUTIONLEVEL:2  AUTO:FEAT|Fast Movement~Barbarian AUTO:FEAT|Acrobatic
SUBSTITUTIONLEVEL:5  AUTO:FEAT|Wild Shape

Everything gets ignored.

etc.

I'm using the Alertness and Acrobatic feats just for debugging, they have
nothing to do with what I'm trying to accomplish, but they seem to make the
other things work.

I have just downloaded 6.0 and will see if I can reproduce the behaviour there.
If so, I'll try to file a JIRA report. Otherwise I'll just assume 5.14
substitutionlevels are broken and I'll code each variant as a separate class.

Cheers,

Adriaan Renting/RogerWilco

--- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>
> Hi,
>
> I'm not exactly sure what the problem is. Might be best to open a Code Bug in
the JIRA for this one.
>
> Attach the class file in question, and then a coder will take a gander. It's a
bit too late for me
> to delve into debugging code tonight though.
>
> However, my main question is why the multiple same levels? You have x4 Level
1; x2 Level 2, x2 Level 5.
>
> And why are you commenting the lines out instead of properly deleting them?
>
> If I had to hazard a guess, I'd say the code sees the Comment line as the end
of the Substitution Class.
>
> I've cc'd the coders who would have an idea.
>
> Cheers,
>
>
> On 1/6/2013 10:34 PM, rogerwllco wrote:
> > Greetings LST monkeys,
> >
> > I have another problem: I'm trying to code the variant wildshape ranger from
Srd3.5 / Unearthed Arcana.
> >
> > It works if coded like this:
> > CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
> > SUBSTITUTIONCLASS:Wildshape Ranger
> > SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeLvl|CL=Ranger
BONUS:VAR|WildShapeDuration|CL=Ranger DEFINE:WildShapeLvl|0
> > SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,6
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,7
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,10
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,14
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,18
> > SUBSTITUTIONLEVEL:1 
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,16
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,18
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,20
> > SUBSTITUTIONLEVEL:1  BONUS:VAR|RangerFELvl|CL=Ranger
BONUS:VAR|WildEmpathy|CL=Ranger ADD:FEAT|1|TYPE=FavoredEnemy
AUTO:WEAPONPROF|TYPE.Martial AUTO:FEAT|Armor Proficiency (Light)|Shield
Proficiency|Simple Weapon Proficiency|Martial Weapon Proficiency|Base Favored
Enemy|Wild Empathy|Track
> > SUBSTITUTIONLEVEL:2  AUTO:FEAT|Acrobatic
> > SUBSTITUTIONLEVEL:2  AUTO:FEAT|Fast Movement~Barbarian
> > SUBSTITUTIONLEVEL:5  AUTO:FEAT|Alertness
> > SUBSTITUTIONLEVEL:5  AUTO:FEAT|Wild Shape
> > SUBSTITUTIONLEVEL:6  CAST:0,1
> > SUBSTITUTIONLEVEL:11 CAST:0,1,1,0
> >
> > It doesn't work if I comment out the two bogus feats at level 2 and 5:
> >
> > CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
> > SUBSTITUTIONCLASS:Wildshape Ranger
> > SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeLvl|CL=Ranger
BONUS:VAR|WildShapeDuration|CL=Ranger DEFINE:WildShapeLvl|0
> > SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,6
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,7
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,10
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,14
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,18
> > SUBSTITUTIONLEVEL:1 
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,16
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,18
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,20
> > SUBSTITUTIONLEVEL:1  BONUS:VAR|RangerFELvl|CL=Ranger
BONUS:VAR|WildEmpathy|CL=Ranger ADD:FEAT|1|TYPE=FavoredEnemy
AUTO:WEAPONPROF|TYPE.Martial AUTO:FEAT|Armor Proficiency (Light)|Shield
Proficiency|Simple Weapon Proficiency|Martial Weapon Proficiency|Base Favored
Enemy|Wild Empathy|Track
> > #SUBSTITUTIONLEVEL:2  AUTO:FEAT|Acrobatic
> > SUBSTITUTIONLEVEL:2  AUTO:FEAT|Fast Movement~Barbarian
> > #SUBSTITUTIONLEVEL:5  AUTO:FEAT|Alertness
> > SUBSTITUTIONLEVEL:5  AUTO:FEAT|Wild Shape
> > SUBSTITUTIONLEVEL:6  CAST:0,1
> > SUBSTITUTIONLEVEL:11 CAST:0,1,1,0
> >
> > If I do this, I still get the option to select the Wildshape Ranger variant
at level 2 and 5, but the program behaves as if I didn't, for example, at level
2 it asks me for Two Weapon Fighting or Ranged combat style from the normal
Ranger.
> >
> > The only change I'm making is commenting out those two lines. I've tried
keeping them as empty lines, but that gave a SEVERE error in parsing the LST
files and broke PCGen.
> >
> > Any suggestions on what I might be doing wrong? Somehow the level 1
substitution level seems fine, I do get the Track feat for example.
> >
> > Cheers,
> >
> > Adriaan Renting/RogerWilco
> >
> >
> >
> >
> >
> > ------------------------------------
> >
> > 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]
>

#22851 From: "rogerwllco" <g.a.renting@...>
Date: Mon Jan 7, 2013 10:17 am
Subject: Re: Wildshape Ranger from UA
rogerwllco
Send Email Send Email
 
Looks like the behaviour is fixed in 6.0, the following works in 6.0, but is
broken in 5.14:

CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
SUBSTITUTIONCLASS:Wildshape Ranger
SUBSTITUTIONLEVEL:1  AUTO:FEAT|Alertness
SUBSTITUTIONLEVEL:1  AUTO:FEAT|Acrobatic
SUBSTITUTIONLEVEL:2  AUTO:FEAT|Agile
SUBSTITUTIONLEVEL:5  AUTO:FEAT|Diligent

5.14 does not give Agile or Diligent, but the standard level 2 and 5 Ranger
abilities instead.

I suppose I'll have to code all substitution levels as separate classes and then
code it again once I upgrade to 6.0.
Some of the more recent variants, like from Races of Stone have been coded by
CMP as SUBSTITUTIONCLASS'es, but they don't seem to work properly in 5.14.

Case closed, unless someone has a smart idea.

Adriaan Renting/RogerWilco



--- In PCGenListFileHelp@yahoogroups.com, "rogerwllco"  wrote:
>
>
> Greetings LST monkeys,
>
> I have another problem: I'm trying to code the variant wildshape ranger from
Srd3.5 / Unearthed Arcana.
>
> It works if coded like this:
> CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
> SUBSTITUTIONCLASS:Wildshape Ranger
> SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeLvl|CL=Ranger
BONUS:VAR|WildShapeDuration|CL=Ranger DEFINE:WildShapeLvl|0
> SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,6
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,7
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,10
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,14
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,18
> SUBSTITUTIONLEVEL:1 
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,16
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,18
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,20
> SUBSTITUTIONLEVEL:1  BONUS:VAR|RangerFELvl|CL=Ranger
BONUS:VAR|WildEmpathy|CL=Ranger ADD:FEAT|1|TYPE=FavoredEnemy
AUTO:WEAPONPROF|TYPE.Martial AUTO:FEAT|Armor Proficiency (Light)|Shield
Proficiency|Simple Weapon Proficiency|Martial Weapon Proficiency|Base Favored
Enemy|Wild Empathy|Track
> SUBSTITUTIONLEVEL:2  AUTO:FEAT|Acrobatic
> SUBSTITUTIONLEVEL:2  AUTO:FEAT|Fast Movement~Barbarian
> SUBSTITUTIONLEVEL:5  AUTO:FEAT|Alertness
> SUBSTITUTIONLEVEL:5  AUTO:FEAT|Wild Shape
> SUBSTITUTIONLEVEL:6  CAST:0,1
> SUBSTITUTIONLEVEL:11 CAST:0,1,1,0
>
> It doesn't work if I comment out the two bogus feats at level 2 and 5:
>
> CLASS:Ranger.MOD HASSUBSTITUTIONLEVEL:YES
> SUBSTITUTIONCLASS:Wildshape Ranger
> SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeLvl|CL=Ranger
BONUS:VAR|WildShapeDuration|CL=Ranger DEFINE:WildShapeLvl|0
> SUBSTITUTIONLEVEL:1  BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,6
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,7
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,10
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,14
BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:WildShapeLvl,18
> SUBSTITUTIONLEVEL:1 
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,16
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,18
BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:WildShapeLvl,20
> SUBSTITUTIONLEVEL:1  BONUS:VAR|RangerFELvl|CL=Ranger
BONUS:VAR|WildEmpathy|CL=Ranger ADD:FEAT|1|TYPE=FavoredEnemy
AUTO:WEAPONPROF|TYPE.Martial AUTO:FEAT|Armor Proficiency (Light)|Shield
Proficiency|Simple Weapon Proficiency|Martial Weapon Proficiency|Base Favored
Enemy|Wild Empathy|Track
> #SUBSTITUTIONLEVEL:2  AUTO:FEAT|Acrobatic
> SUBSTITUTIONLEVEL:2  AUTO:FEAT|Fast Movement~Barbarian
> #SUBSTITUTIONLEVEL:5  AUTO:FEAT|Alertness
> SUBSTITUTIONLEVEL:5  AUTO:FEAT|Wild Shape
> SUBSTITUTIONLEVEL:6  CAST:0,1
> SUBSTITUTIONLEVEL:11 CAST:0,1,1,0
>
> If I do this, I still get the option to select the Wildshape Ranger variant at
level 2 and 5, but the program behaves as if I didn't, for example, at level 2
it asks me for Two Weapon Fighting or Ranged combat style from the normal
Ranger.
>
> The only change I'm making is commenting out those two lines. I've tried
keeping them as empty lines, but that gave a SEVERE error in parsing the LST
files and broke PCGen.
>
> Any suggestions on what I might be doing wrong? Somehow the level 1
substitution level seems fine, I do get the Track feat for example.
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>

#22852 From: "Paul" <nylanfs@...>
Date: Mon Jan 7, 2013 8:48 pm
Subject: Re: Coding Stoneblessed
nylanfs
Send Email Send Email
 
Wouldn't SERVEAS work?

http://www.pcgen-test.org/autobuilds/pcgen-docs/listfilepages/globalfilestagpage\
s/globalfilesother.html#SERVESAS

--- In PCGenListFileHelp@yahoogroups.com, "rogerwllco"  wrote:
>
>
> Thanks for the reply.
>
> Unfortunately adding a SUBRACE tag in a template doesn't work. At least not to
qualify for PRERACE
>
> I will have to do it the hard way.
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>
> --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
> >
> > Hi,
> >
> > Yes, sounds like you indeed have to alter the PRERACE to use
PRERACE:1,RACESUBTYPE=x
> >
> > Or this might work - USE a SUBRACE tag in a template
> >
> > and then the Race will be 'Elf (Dwarf)' and PRERACE:1,Dwarf% *should* work.
You would have to test
> > it, but if you want to try a minor change before a major one, that would be
the advice I would give.
> >
> > Otherwise, it would appear you are on the right track.
> >
> > Cheers,
> >
> > On 1/4/2013 8:50 PM, rogerwllco wrote:
> > > Greetings LST monkeys,
> > >
> > > I have a solution to a problem I'm having, but I was wondering if my
solution is the right one.
> > >
> > > I'm trying to code the following ability: "The stoneblessed meets any
racial prerequisite for prestige classes and feats as if she were a member of
her bonded race." Where bonded race is any of Dwarf, Gnome or Goliath depending
on template choices made earlier. (Races of Stone p.123)
> > >
> > > In my current CMP 5.14 datasets this is only coded as a SAB, just like for
example the Half-elf "Elven Blood". This means that for example PrCs that say
PRERACE:1,Dwarf will not allow a Stoneblessed to qualify.
> > >
> > > I've looked at how the half-elf is coded in the SRD 3.5 dataset and there
it also seems to have RACESUBTYPE:Elf
> > >
> > > What I think I need to do for my CMP 5.14 datasets is add the RACESUBTYPE:
tags in classes like Stoneblessed and in the half-elf and half-orc and similar
races, and replace PRERACE with PRERACE:1,RACESUBTYPE= in all the PrCs that have
Elf, Orc, Dwarf, etc. as prerequisites.
> > >
> > > I would know no other way to have for example a Stoneblessed Elf count as
both Elf and Dwarf.
> > >
> > > But before I go ahead and change all my LST files, I was wondering if this
is indeed the way to go.
> > >
> > > Thanks,
> > >
> > > Adriaan Renting/RogerWilco
> > >
> > >
> > >
> > > ------------------------------------
> > >
> > > 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]
> >
>

#22853 From: "David R. Bender" <Papa.DRB@...>
Date: Tue Jan 8, 2013 12:08 am
Subject: ASPECT and BONUS:SKILL help
papa_drb
Send Email Send Email
 
I am creating an item that gives +2 save bonus vs. Illusion spells, and
also gives a +2 Bonus to all skill checks.

Two questions.
1) Aspect doesn't work in the equipment file. What would be the easiest
way to have that show up? (Call a feat?)
2) How do I limit the Bonus to a) Untrained skills and b) skills with ranks?
--

-- 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=mhcfFekSbHQ&ob=av3e>

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)

#22854 From: Andrew <drew0500@...>
Date: Tue Jan 8, 2013 12:52 am
Subject: Re: ASPECT and BONUS:SKILL help
Drew0500
Send Email Send Email
 
Hi,

SPROP:+2 save bonus vs. Illusion Spells
I suppose you could use QUALITY, but other than Light, I don't think it's set up
to display on the
OS. I could be wrong it's has been some time since I messed with it and tried to
improve things.

Code Request, I can't think of any way to easily isolate certain Skills.


On 1/7/2013 4:08 PM, David R. Bender wrote:
> I am creating an item that gives +2 save bonus vs. Illusion spells, and
> also gives a +2 Bonus to all skill checks.
>
> Two questions.
> 1) Aspect doesn't work in the equipment file. What would be the easiest
> way to have that show up? (Call a feat?)
> 2) How do I limit the Bonus to a) Untrained skills and b) skills with ranks?

--
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]

#22855 From: Doug Limmer <adventure@...>
Date: Tue Jan 8, 2013 12:55 am
Subject: Re: ASPECT and BONUS:SKILL help
distant_scholar
Send Email Send Email
 
Can an item grant an ability?  Then, give the ability an aspect...

DS/DL

On 1/7/2013 7:52 PM, Andrew wrote:
>
> Hi,
>
> SPROP:+2 save bonus vs. Illusion Spells
> I suppose you could use QUALITY, but other than Light, I don't think
> it's set up to display on the
> OS. I could be wrong it's has been some time since I messed with it
> and tried to improve things.
>
> Code Request, I can't think of any way to easily isolate certain Skills.
>
> On 1/7/2013 4:08 PM, David R. Bender wrote:
> > I am creating an item that gives +2 save bonus vs. Illusion spells, and
> > also gives a +2 Bonus to all skill checks.
> >
> > Two questions.
> > 1) Aspect doesn't work in the equipment file. What would be the easiest
> > way to have that show up? (Call a feat?)
> > 2) How do I limit the Bonus to a) Untrained skills and b) skills
> with ranks?
>
> --
> 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]

#22856 From: "David R. Bender" <Papa.DRB@...>
Date: Tue Jan 8, 2013 2:55 am
Subject: Re: ASPECT and BONUS:SKILL help
papa_drb
Send Email Send Email
 
http://jira.pcgen.org/browse/CODE-1994 opened for Skill Selection, thanks.

-- 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=mhcfFekSbHQ&ob=av3e>

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 1/7/2013 7:52 PM, Andrew wrote:
> Hi,
>
> SPROP:+2 save bonus vs. Illusion Spells
> I suppose you could use QUALITY, but other than Light, I don't think it's set
up to display on the
> OS. I could be wrong it's has been some time since I messed with it and tried
to improve things.
>
> Code Request, I can't think of any way to easily isolate certain Skills.
>
>
> On 1/7/2013 4:08 PM, David R. Bender wrote:
>> I am creating an item that gives +2 save bonus vs. Illusion spells, and
>> also gives a +2 Bonus to all skill checks.
>>
>> Two questions.
>> 1) Aspect doesn't work in the equipment file. What would be the easiest
>> way to have that show up? (Call a feat?)
>> 2) How do I limit the Bonus to a) Untrained skills and b) skills with ranks?

#22857 From: "David R. Bender" <Papa.DRB@...>
Date: Tue Jan 8, 2013 2:58 am
Subject: Re: ASPECT and BONUS:SKILL help
papa_drb
Send Email Send Email
 
Some help please. I added the following to the piece of equipment:

ABILITY:Special Ability|AUTOMATIC|MySaveVsIllusion

and created an ability file with the following:

MySaveVsIllusion CATEGORY:Special Ability    ASPECT:SaveBonus|+2 vs.
Illusion spells

It still doesn't show up in the output sheets. I know I am doing
something wrong, but I never did quite get ability and/or aspect.

-- 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=mhcfFekSbHQ&ob=av3e>

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 1/7/2013 7:55 PM, Doug Limmer wrote:
> Can an item grant an ability?  Then, give the ability an aspect...
>
> DS/DL
>
> On 1/7/2013 7:52 PM, Andrew wrote:
>> Hi,
>>
>> SPROP:+2 save bonus vs. Illusion Spells
>> I suppose you could use QUALITY, but other than Light, I don't think
>> it's set up to display on the
>> OS. I could be wrong it's has been some time since I messed with it
>> and tried to improve things.
>>
>> Code Request, I can't think of any way to easily isolate certain Skills.
>>
>> On 1/7/2013 4:08 PM, David R. Bender wrote:
>>> I am creating an item that gives +2 save bonus vs. Illusion spells, and
>>> also gives a +2 Bonus to all skill checks.
>>>
>>> Two questions.
>>> 1) Aspect doesn't work in the equipment file. What would be the easiest
>>> way to have that show up? (Call a feat?)
>>> 2) How do I limit the Bonus to a) Untrained skills and b) skills
>> with ranks?
>>
>> --
>> 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]
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

#22858 From: Andrew <drew0500@...>
Date: Tue Jan 8, 2013 5:16 am
Subject: Re: ASPECT and BONUS:SKILL help
Drew0500
Send Email Send Email
 
Hi,

Add 'TYPE:SaveBonus' to the Ability, that triggers the Conditional Save Box.


On 1/7/2013 6:58 PM, David R. Bender wrote:
> Some help please. I added the following to the piece of equipment:
>
> ABILITY:Special Ability|AUTOMATIC|MySaveVsIllusion
>
> and created an ability file with the following:
>
> MySaveVsIllusion CATEGORY:Special Ability    ASPECT:SaveBonus|+2 vs.
> Illusion spells
>
> It still doesn't show up in the output sheets. I know I am doing
> something wrong, but I never did quite get ability and/or aspect.
>
> -- 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=mhcfFekSbHQ&ob=av3e>
>
> 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 1/7/2013 7:55 PM, Doug Limmer wrote:
>> Can an item grant an ability?  Then, give the ability an aspect...
>>
>> DS/DL
>>
>> On 1/7/2013 7:52 PM, Andrew wrote:
>>> Hi,
>>>
>>> SPROP:+2 save bonus vs. Illusion Spells
>>> I suppose you could use QUALITY, but other than Light, I don't think
>>> it's set up to display on the
>>> OS. I could be wrong it's has been some time since I messed with it
>>> and tried to improve things.
>>>
>>> Code Request, I can't think of any way to easily isolate certain Skills.
>>>
>>> On 1/7/2013 4:08 PM, David R. Bender wrote:
>>>> I am creating an item that gives +2 save bonus vs. Illusion spells, and
>>>> also gives a +2 Bonus to all skill checks.
>>>>
>>>> Two questions.
>>>> 1) Aspect doesn't work in the equipment file. What would be the easiest
>>>> way to have that show up? (Call a feat?)
>>>> 2) How do I limit the Bonus to a) Untrained skills and b) skills
>>> with ranks?
>>>
>>> --
>>> 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]
>>
>>
>>
>> ------------------------------------
>>
>> Yahoo! Groups Links
>>
>>
>>
>>
>
> ------------------------------------
>
> 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]

#22859 From: "rogerwllco" <g.a.renting@...>
Date: Tue Jan 8, 2013 9:36 am
Subject: Re: Coding Stoneblessed
rogerwllco
Send Email Send Email
 
Thanks for the idea, but SERVESAS:RACE:Elf doesn't work for PRERACE:1,Elf, at
least not in 5.14, I just tried. I hadn't thought of using it before.

Back to using RACESUBTYPE.

Cheers,

Adriaan Renting/RogerWilco


--- In PCGenListFileHelp@yahoogroups.com, "Paul"  wrote:
>
> Wouldn't SERVEAS work?
>
>
http://www.pcgen-test.org/autobuilds/pcgen-docs/listfilepages/globalfilestagpage\
s/globalfilesother.html#SERVESAS
>
> --- In PCGenListFileHelp@yahoogroups.com, "rogerwllco"  wrote:
> >
> >
> > Thanks for the reply.
> >
> > Unfortunately adding a SUBRACE tag in a template doesn't work. At least not
to qualify for PRERACE
> >
> > I will have to do it the hard way.
> >
> > Cheers,
> >
> > Adriaan Renting/RogerWilco
> >
> > --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
> > >
> > > Hi,
> > >
> > > Yes, sounds like you indeed have to alter the PRERACE to use
PRERACE:1,RACESUBTYPE=x
> > >
> > > Or this might work - USE a SUBRACE tag in a template
> > >
> > > and then the Race will be 'Elf (Dwarf)' and PRERACE:1,Dwarf% *should*
work. You would have to test
> > > it, but if you want to try a minor change before a major one, that would
be the advice I would give.
> > >
> > > Otherwise, it would appear you are on the right track.
> > >
> > > Cheers,
> > >
> > > On 1/4/2013 8:50 PM, rogerwllco wrote:
> > > > Greetings LST monkeys,
> > > >
> > > > I have a solution to a problem I'm having, but I was wondering if my
solution is the right one.
> > > >
> > > > I'm trying to code the following ability: "The stoneblessed meets any
racial prerequisite for prestige classes and feats as if she were a member of
her bonded race." Where bonded race is any of Dwarf, Gnome or Goliath depending
on template choices made earlier. (Races of Stone p.123)
> > > >
> > > > In my current CMP 5.14 datasets this is only coded as a SAB, just like
for example the Half-elf "Elven Blood". This means that for example PrCs that
say PRERACE:1,Dwarf will not allow a Stoneblessed to qualify.
> > > >
> > > > I've looked at how the half-elf is coded in the SRD 3.5 dataset and
there it also seems to have RACESUBTYPE:Elf
> > > >
> > > > What I think I need to do for my CMP 5.14 datasets is add the
RACESUBTYPE: tags in classes like Stoneblessed and in the half-elf and half-orc
and similar races, and replace PRERACE with PRERACE:1,RACESUBTYPE= in all the
PrCs that have Elf, Orc, Dwarf, etc. as prerequisites.
> > > >
> > > > I would know no other way to have for example a Stoneblessed Elf count
as both Elf and Dwarf.
> > > >
> > > > But before I go ahead and change all my LST files, I was wondering if
this is indeed the way to go.
> > > >
> > > > Thanks,
> > > >
> > > > Adriaan Renting/RogerWilco
> > > >
> > > >
> > > >
> > > > ------------------------------------
> > > >
> > > > 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]
> > >
> >
>

#22860 From: Andrew <drew0500@...>
Date: Tue Jan 8, 2013 12:50 pm
Subject: Re: Re: Coding Stoneblessed
Drew0500
Send Email Send Email
 
Hi,

SERVESAS:RACE|Elf

Note the PIPE not the Colon.

Though the issue there is you have to have it in the race itself. Which means
you can't have it in
an ability. It would be nice if that were the case.

On 1/8/2013 1:36 AM, rogerwllco wrote:
> Thanks for the idea, but SERVESAS:RACE:Elf doesn't work for PRERACE:1,Elf, at
least not in 5.14, I just tried. I hadn't thought of using it before.
>
> Back to using RACESUBTYPE.
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>
>
> --- In PCGenListFileHelp@yahoogroups.com, "Paul"  wrote:
>> Wouldn't SERVEAS work?
>>
>>
http://www.pcgen-test.org/autobuilds/pcgen-docs/listfilepages/globalfilestagpage\
s/globalfilesother.html#SERVESAS
>>
>> --- In PCGenListFileHelp@yahoogroups.com, "rogerwllco"  wrote:
>>> Thanks for the reply.
>>>
>>> Unfortunately adding a SUBRACE tag in a template doesn't work. At least not
to qualify for PRERACE
>>>
>>> I will have to do it the hard way.
>>>
>>> Cheers,
>>>
>>> Adriaan Renting/RogerWilco
>>>
>>> --- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>>>> Hi,
>>>>
>>>> Yes, sounds like you indeed have to alter the PRERACE to use
PRERACE:1,RACESUBTYPE=x
>>>>
>>>> Or this might work - USE a SUBRACE tag in a template
>>>>
>>>> and then the Race will be 'Elf (Dwarf)' and PRERACE:1,Dwarf% *should* work.
You would have to test
>>>> it, but if you want to try a minor change before a major one, that would be
the advice I would give.
>>>>
>>>> Otherwise, it would appear you are on the right track.
>>>>
>>>> Cheers,
>>>>
>>>> On 1/4/2013 8:50 PM, rogerwllco wrote:
>>>>> Greetings LST monkeys,
>>>>>
>>>>> I have a solution to a problem I'm having, but I was wondering if my
solution is the right one.
>>>>>
>>>>> I'm trying to code the following ability: "The stoneblessed meets any
racial prerequisite for prestige classes and feats as if she were a member of
her bonded race." Where bonded race is any of Dwarf, Gnome or Goliath depending
on template choices made earlier. (Races of Stone p.123)
>>>>>
>>>>> In my current CMP 5.14 datasets this is only coded as a SAB, just like for
example the Half-elf "Elven Blood". This means that for example PrCs that say
PRERACE:1,Dwarf will not allow a Stoneblessed to qualify.
>>>>>
>>>>> I've looked at how the half-elf is coded in the SRD 3.5 dataset and there
it also seems to have RACESUBTYPE:Elf
>>>>>
>>>>> What I think I need to do for my CMP 5.14 datasets is add the RACESUBTYPE:
tags in classes like Stoneblessed and in the half-elf and half-orc and similar
races, and replace PRERACE with PRERACE:1,RACESUBTYPE= in all the PrCs that have
Elf, Orc, Dwarf, etc. as prerequisites.
>>>>>
>>>>> I would know no other way to have for example a Stoneblessed Elf count as
both Elf and Dwarf.
>>>>>
>>>>> But before I go ahead and change all my LST files, I was wondering if this
is indeed the way to go.
>>>>>
>>>>> Thanks,
>>>>>
>>>>> Adriaan Renting/RogerWilco
>>>>>
>>>>>
>>>>>
>>>>> ------------------------------------
>>>>>
>>>>> 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]

#22861 From: "pshipley@..." <paul_shipley@...>
Date: Tue Jan 8, 2013 12:52 pm
Subject: Red Mantis Assassin spell list
pshipley...
Send Email Send Email
 
I'm trying to implement the Red Mantis Assassin from the Inner Sea World Guide
(in NFD).

Link to pfsrd:
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/red-mantis-assa\
ssin

The spell list is defined as "sorcerer/wizard spells from the schools of
illusion and transmutation" (there are also some bonus spells, but those are
specifically defined and easy to do).

Clearly I could implement this by .MODding the spells (easy enough to do for
PFCR...), but the way the text is written suggests that spells from new books
should add to the spell list, hence this isn't a great route.

Question: Is there a way of telling PCGen to use "all sorcerer/wizard spells
loaded from schools {a,b}" as a spell list? Or is this (as I fear!) an FREQ?

#22862 From: Andrew <drew0500@...>
Date: Tue Jan 8, 2013 12:57 pm
Subject: Re: Red Mantis Assassin spell list
Drew0500
Send Email Send Email
 
Hi,

Feature Request.

Only method to implement today with a self expansion would be to use
SPELLLIST:2|Wizard|Sorcerer

And then use PROHIBIT to deny the non-allowed schools.

Cheers,

On 1/8/2013 4:52 AM, pshipley@... wrote:
> I'm trying to implement the Red Mantis Assassin from the Inner Sea World Guide
(in NFD).
>
> Link to pfsrd:
>
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/red-mantis-assa\
ssin
>
> The spell list is defined as "sorcerer/wizard spells from the schools of
illusion and transmutation" (there are also some bonus spells, but those are
specifically defined and easy to do).
>
> Clearly I could implement this by .MODding the spells (easy enough to do for
PFCR...), but the way the text is written suggests that spells from new books
should add to the spell list, hence this isn't a great route.
>
> Question: Is there a way of telling PCGen to use "all sorcerer/wizard spells
loaded from schools {a,b}" as a spell list? Or is this (as I fear!) an FREQ?
>
>
>
> ------------------------------------
>
> 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]

#22863 From: "pshipley@..." <paul_shipley@...>
Date: Tue Jan 8, 2013 1:34 pm
Subject: Re: Red Mantis Assassin spell list
pshipley...
Send Email Send Email
 
Ok thanks; it's probably good enough as is so I'll spare our coders - looks like
the UI more-or-less does something sensible with PROHIBITED.

Cheers

     Paul

--- In PCGenListFileHelp@yahoogroups.com, Andrew  wrote:
>
> Hi,
>
> Feature Request.
>
> Only method to implement today with a self expansion would be to use
> SPELLLIST:2|Wizard|Sorcerer
>
> And then use PROHIBIT to deny the non-allowed schools.
>
> Cheers,
>
> On 1/8/2013 4:52 AM, pshipley@... wrote:
> > I'm trying to implement the Red Mantis Assassin from the Inner Sea World
Guide (in NFD).
> >
> > Link to pfsrd:
> >
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/red-mantis-assa\
ssin
> >
> > The spell list is defined as "sorcerer/wizard spells from the schools of
illusion and transmutation" (there are also some bonus spells, but those are
specifically defined and easy to do).
> >
> > Clearly I could implement this by .MODding the spells (easy enough to do for
PFCR...), but the way the text is written suggests that spells from new books
should add to the spell list, hence this isn't a great route.
> >
> > Question: Is there a way of telling PCGen to use "all sorcerer/wizard spells
loaded from schools {a,b}" as a spell list? Or is this (as I fear!) an FREQ?
> >
> >
> >
> > ------------------------------------
> >
> > 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]
>

#22864 From: "David R. Bender" <Papa.DRB@...>
Date: Tue Jan 8, 2013 1:57 pm
Subject: Re: ASPECT and BONUS:SKILL help
papa_drb
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Thank you !

-- 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=mhcfFekSbHQ&ob=av3e>

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 1/8/2013 12:16 AM, Andrew wrote:
> Hi,
>
> Add 'TYPE:SaveBonus' to the Ability, that triggers the Conditional Save Box.
>
>
> On 1/7/2013 6:58 PM, David R. Bender wrote:
>> Some help please. I added the following to the piece of equipment:
>>
>> ABILITY:Special Ability|AUTOMATIC|MySaveVsIllusion
>>
>> and created an ability file with the following:
>>
>> MySaveVsIllusion CATEGORY:Special Ability    ASPECT:SaveBonus|+2 vs.
>> Illusion spells
>>
>> It still doesn't show up in the output sheets. I know I am doing
>> something wrong, but I never did quite get ability and/or aspect.
>>
>> -- 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=mhcfFekSbHQ&ob=av3e>
>>
>> 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 1/7/2013 7:55 PM, Doug Limmer wrote:
>>> Can an item grant an ability?  Then, give the ability an aspect...
>>>
>>> DS/DL
>>>
>>> On 1/7/2013 7:52 PM, Andrew wrote:
>>>> Hi,
>>>>
>>>> SPROP:+2 save bonus vs. Illusion Spells
>>>> I suppose you could use QUALITY, but other than Light, I don't think
>>>> it's set up to display on the
>>>> OS. I could be wrong it's has been some time since I messed with it
>>>> and tried to improve things.
>>>>
>>>> Code Request, I can't think of any way to easily isolate certain Skills.
>>>>
>>>> On 1/7/2013 4:08 PM, David R. Bender wrote:
>>>>> I am creating an item that gives +2 save bonus vs. Illusion spells, and
>>>>> also gives a +2 Bonus to all skill checks.
>>>>>
>>>>> Two questions.
>>>>> 1) Aspect doesn't work in the equipment file. What would be the easiest
>>>>> way to have that show up? (Call a feat?)
>>>>> 2) How do I limit the Bonus to a) Untrained skills and b) skills
>>>> with ranks?
>>>>
>>>> --
>>>> 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]
>>>
>>>
>>>
>>> ------------------------------------
>>>
>>> Yahoo! Groups Links
>>>
>>>
>>>
>>>
>> ------------------------------------
>>
>> Yahoo! Groups Links
>>
>>
>>
>>

#22865 From: "narrinian" <jkantner@...>
Date: Tue Jan 8, 2013 3:55 pm
Subject: D&D3.5 class variant + new presige class = me sad.
narrinian
Send Email Send Email
 
All:

I've been trying in vain to create a class variant of the Wizard class for D&D
3.5. Basically it's a specialist wizard that drops three schools instead of the
usual two but then gains three bonus spells a day. Also, it loses one of the
regular spells per day.

I can't seem to get this to work. I tried adding a new class in the _classes.lst
file with some alterations, a tactic that has been successful for me in the
past, but this time PCGen just doesn't like anything I do.

On top of this I also need to create a new prestige class. I haven't even
tackled that yet but I've done it several times in the past with great success
thanks to Andrew. But any help with this situation would be appreciated.

#22866 From: "David R. Bender" <Papa.DRB@...>
Date: Tue Jan 8, 2013 6:54 pm
Subject: Ability modification
papa_drb
Send Email Send Email
 
In the APG there is a racial favored class bonus coded(partially) as:

Bonus Oracle Spell
CATEGORY:Special Ability
TYPE:SpecialQuality.FavoredClassBonus.FavoredClassOracle
PRERACE:1,Human%
BONUS:ABILITYPOOL|Oracle Favored Bonus Spell|1
etc.

I want to .MOD it to change the PRERACE to:
PRERACE:1,Human%,Catfolk

When I code:
CATEGORY=Special Ability|Bonus Oracle Spell.MOD
PRERACE:1,Human%,Catfolk

It adds it, instead of substituting, so the PREbecomes Human and (Human
or Catfolk)and never qualifies.

How do I code the .MOD?
--

-- 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=mhcfFekSbHQ&ob=av3e>

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)

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