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#23208 From: "FerretDave" <ferret.griffin@...>
Date: Wed Feb 20, 2013 9:50 am
Subject: Re: choser to select FEAT or ABILITY?
dave_the_ferret
Send Email Send Email
 
Greetings,

>  but more importantly, it doesn't have the errata.
>
! That's worth noting... do you have notes on which *mechanics* are actually
changed, that could be applied to the RSRD?

Would we have permission to include Errata updates into the RSRD?

Cheers
Dave

#23209 From: Andrew <drew0500@...>
Date: Wed Feb 20, 2013 11:09 am
Subject: Re: Re: choser to select FEAT or ABILITY?
Drew0500
Send Email Send Email
 
Hi,

The RSRD is unchanged, un-updated and Wizards has declined to put any errata
updates in the RSRD.
So, the RSRD is pretty much static and unchanged. All the changes you're seeing
in it are putting in
what we should have included years ago. Full Spell Descriptions, full feat
descriptions, full
individualized abilities for each creature and class.

The common consolidation was fine, but very limiting.

You are free to put errata updates into your personal copy. However, unless the
BoD decides to
change policy and stance, the Release version of the RSRD set will adhere to the
RSRD as put out by
Wizards.

On 2/20/2013 1:50 AM, FerretDave wrote:
> Greetings,
>
>>  but more importantly, it doesn't have the errata.
>>
> ! That's worth noting... do you have notes on which *mechanics* are actually
changed, that could be applied to the RSRD?
>
> Would we have permission to include Errata updates into the RSRD?
>
> Cheers
> Dave
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

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


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

#23210 From: "rogerwllco" <g.a.renting@...>
Date: Wed Feb 20, 2013 2:55 pm
Subject: Re: choser to select FEAT or ABILITY?
rogerwllco
Send Email Send Email
 
Ok, I think I get it now.

I kind of made BONUS:ABILITYPOOL to be CHOOSE:ABILITYPOOL in my head as it does
give a choice like mechanic. But BONUS:ABILITYPOOL will only give you new
abilities not alter ones you already have.

Am I correct that what you're trying to tell me, is that CHOOSE:ABILITY can't do
that at the moment either so it can't be combined with something like
BONUS:DC|%LIST|2 or BONUS:DAMAGE|%LIST|2 as things like DC and DAMAGE aren't
properties of the ABILITY itself of of the things the ability grants?

But CHOOSE:FEAT using hidden feats would have the same problem, right?

So currently there is no good way to do something like
BONUS:DC|%LIST|2 CHOOSE:ABILITY|FooBarBlast choice or
BONUS:DC|%LIST|2 CHOOSE:ABILITY|TYPE=FooBarBlast or
BONUS:DC|%LIST|2 CHOOSE:FEAT|TYPE=FooBarBlast

for a hypotetical feat like Improved FooBarBlast DESC:Your FooBarBlast %1 now
has a 2 higher DC|%CHOICE

And then for CHOOSE:ABILITY you either need an ABILITYCATEGORY "FooBarBlast
choice" which can be an ABILITYLIST or have TYPE=FooBarBlast but then all
abilities available for FooBarBlast need to have TYPE=FooBarBlast.

Cheers,

Adriaan Renting/RogerWilco

#23211 From: Andrew <drew0500@...>
Date: Wed Feb 20, 2013 4:58 pm
Subject: Adding races
Drew0500
Send Email Send Email
 
Hi,

I'm responding directly to you, since your message was sent to a Moderator Only
posting group
(ListFileClass is for Data Monkeys to give 'Classes'). I've taken your message
and am sending it to
the correct group and answering your question at the same time.

Depending on the version of PCGen would determine whether you had access to the
In-Built LST Editor.
That is by far the easier method for a person new to PCGen. However, Version 6.0
doesn't have the
In-Built Editors due to a rebuild effort underway to make it more intuitive and
smarter for the
end-user.

The Method our data team does is a sure-fire method. It requires a Text Editor
(Our Wiki houses a
list of Editors - wiki.pcgen.org look under Content and then under Data Team for
all the tools and
tips/tricks of the data team).

Once you have a text editor, I'd recommend checking out the Documentation, we do
have a LST File
Class on Race Entry.

After that, it's a matter of either using the custom data set we've made
available for new users, or
making your own data set with at least a pcc file, and the lst files you'll
want/need.

For PCGen, a race is a single line affair, though you can set the option (6.0+)
to allow a
multi-line set up.

As an example: (Each indent represents a TABSPACE)

RaceName
     SIZE:M
     FACE:5
     REACH:5
     STARTFEATS:1
     BONUS:STAT|STR|2
     BONUS:STAT|CHA|-2
     BONUS:COMBAT|AC|1|TYPE=NaturalArmor
     ABILITY:Special Ability|AUTOMATIC|My Race Ability One
(Note: Each Ability will need an entry in an Ability File or you'll have
unconstructed references)
     RACETYPE:Humanoid
     RACESUBTYPE:Primitive
     SOURCEPAGE:custom

That's a basic race, so RaceName is a Medium Humanoid (Primitive), with a +2 to
Strength, -2 to
Charisma, a tougher skin grants them a +1 AC bonus to Natural Armor; they have a
race ability called
'My Race Ability One' along with a normal Reach of 5'.

Hope that helps. Any questions, don't hesitate to ask.

Cheers,

FROM: rueschk@...
DATE: Wed, 20 Feb 2013 16:38:00 -0000
SUBJECT: Adding races

I'm new on these boards and I'm having trouble finding my
way around. Can someone point me to a very basic breakdown
of how to add custom races to pcgen?


--
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]

#23212 From: Andrew <drew0500@...>
Date: Wed Feb 20, 2013 7:14 pm
Subject: Re: Adding races
Drew0500
Send Email Send Email
 
Hi,

For further reading:

PCGen Online Documentation:

http://www.pcgen-test.org/autobuilds/pcgen-docs/index.html

Race Lesson Files:
http://www.pcgen-test.org/autobuilds/pcgen-docs/listfilepages/lstfileclass/lfc_l\
esson03_race1.html

http://www.pcgen-test.org/autobuilds/pcgen-docs/listfilepages/lstfileclass/lfc_l\
esson04_race2.html

http://www.pcgen-test.org/autobuilds/pcgen-docs/listfilepages/lstfileclass/lfc_l\
esson05_race3.html

http://www.pcgen-test.org/autobuilds/pcgen-docs/listfilepages/lstfileclass/lfc_l\
esson06_race4.html

Cheers,

On 2/20/2013 8:58 AM, Andrew wrote:
> Hi,
>
> I'm responding directly to you, since your message was sent to a Moderator
Only posting group
> (ListFileClass is for Data Monkeys to give 'Classes'). I've taken your message
and am sending it to
> the correct group and answering your question at the same time.
>
> Depending on the version of PCGen would determine whether you had access to
the In-Built LST Editor.
> That is by far the easier method for a person new to PCGen. However, Version
6.0 doesn't have the
> In-Built Editors due to a rebuild effort underway to make it more intuitive
and smarter for the
> end-user.
>
> The Method our data team does is a sure-fire method. It requires a Text Editor
(Our Wiki houses a
> list of Editors - wiki.pcgen.org look under Content and then under Data Team
for all the tools and
> tips/tricks of the data team).
>
> Once you have a text editor, I'd recommend checking out the Documentation, we
do have a LST File
> Class on Race Entry.
>
> After that, it's a matter of either using the custom data set we've made
available for new users, or
> making your own data set with at least a pcc file, and the lst files you'll
want/need.
>
> For PCGen, a race is a single line affair, though you can set the option
(6.0+) to allow a
> multi-line set up.
>
> As an example: (Each indent represents a TABSPACE)
>
> RaceName
>     SIZE:M
>     FACE:5
>     REACH:5
>     STARTFEATS:1
>     BONUS:STAT|STR|2
>     BONUS:STAT|CHA|-2
>     BONUS:COMBAT|AC|1|TYPE=NaturalArmor
>     ABILITY:Special Ability|AUTOMATIC|My Race Ability One
> (Note: Each Ability will need an entry in an Ability File or you'll have
unconstructed references)
>     RACETYPE:Humanoid
>     RACESUBTYPE:Primitive
>     SOURCEPAGE:custom
>
> That's a basic race, so RaceName is a Medium Humanoid (Primitive), with a +2
to Strength, -2 to
> Charisma, a tougher skin grants them a +1 AC bonus to Natural Armor; they have
a race ability called
> 'My Race Ability One' along with a normal Reach of 5'.
>
> Hope that helps. Any questions, don't hesitate to ask.
>
> Cheers,
>
> FROM: rueschk@...
> DATE: Wed, 20 Feb 2013 16:38:00 -0000
> SUBJECT: Adding races
>
> I'm new on these boards and I'm having trouble finding my
> way around. Can someone point me to a very basic breakdown
> of how to add custom races to pcgen?
>
>

--
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]

#23213 From: "madartiste" <madartiste@...>
Date: Wed Feb 20, 2013 9:56 pm
Subject: Re: Custom name files
madartiste
Send Email Send Email
 
Yep.  I definitely restarted it, but I also think I answered my own question.
I'm not sure that the .NAM files do much of anything (I couldn't figure it out,
frankly), but if you look under plugins>Random Names there's a bunch of XML
files that contain the stuff that's from the dropdown menus.  I just used one as
a template (though I saved it as a new file) and put in my own stuff.
It really wasn't terribly difficult (even with my rusty XML skills) and works
great!
Thank you for attempting to answer, however.  Any help is always appreciated!


--- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@...> wrote:
>
> Hi,
>
> I've never used the name files. But did you restart pcgen?
>
> On 2/19/2013 7:27 PM, madartiste wrote:
> > Hi, I wasn't quite sure where to ask this, but this seemed like the place to
go for things that involve custom files.
> >
> > I made some custom .NAM files following the directions from the readme file
in the names folder.  However, I seem to be stumped on how to get these files to
show up in the dropdown list for the random name generator.  Even when I put
them in the names folder, they don't show up.  Is there a .lst file (or other
file) that I need to add these to?  Any help would be much appreciated.
> >
> >
> >
> > ------------------------------------
> >
> > 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]
>

#23214 From: "Michael" <dracoprimus@...>
Date: Thu Feb 21, 2013 1:34 am
Subject: 4e gamemode
dracoprimus
Send Email Send Email
 
So, I'm still working on getting 4e gamemode to work, making progress.
Several of the tab contexts are pointing to tabpages/players when they should
just point to tabpages. Had to # out inventoryresources and inventorytempbonus
since those don't seem to exist.

Also getting an error about Unconstructed Reference: SizeAdjustment for both
Colossal and Diminutive, but those don't exist in 4e, so how do I clear that?
For right now, I copied info from another size and recalled it colossal and
Diminutive. But, I'm guessing that's going to cause problems in the future. How
do I get PCGen to forget about those two size categories?

#23215 From: Andrew <drew0500@...>
Date: Thu Feb 21, 2013 7:36 am
Subject: Re: 4e gamemode
Drew0500
Send Email Send Email
 
Hi,

I sent you the copy I house which should be an updated version (I.e. it loads
without any errors).
Try that and see if it solves your issues.

On 2/20/2013 5:34 PM, Michael wrote:
> So, I'm still working on getting 4e gamemode to work, making progress.
> Several of the tab contexts are pointing to tabpages/players when they should
just point to tabpages. Had to # out inventoryresources and inventorytempbonus
since those don't seem to exist.
>
> Also getting an error about Unconstructed Reference: SizeAdjustment for both
Colossal and Diminutive, but those don't exist in 4e, so how do I clear that?
For right now, I copied info from another size and recalled it colossal and
Diminutive. But, I'm guessing that's going to cause problems in the future. How
do I get PCGen to forget about those two size categories?
>
>
>
> ------------------------------------
>
> 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]

#23216 From: "FerretDave" <ferret.griffin@...>
Date: Thu Feb 21, 2013 9:20 am
Subject: Re: choser to select FEAT or ABILITY?
dave_the_ferret
Send Email Send Email
 
Good old wizards eh? :-)
Thanks Drew, now to review errata and update my homebrew.

--- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@...> wrote:
>
> Hi,
>
> The RSRD is unchanged, un-updated and Wizards has declined to put any errata
updates in the RSRD.
> So, the RSRD is pretty much static and unchanged. All the changes you're
seeing in it are putting in
> what we should have included years ago. Full Spell Descriptions, full feat
descriptions, full
> individualized abilities for each creature and class.
>
> The common consolidation was fine, but very limiting.
>
> You are free to put errata updates into your personal copy. However, unless
the BoD decides to
> change policy and stance, the Release version of the RSRD set will adhere to
the RSRD as put out by
> Wizards.
>
> On 2/20/2013 1:50 AM, FerretDave wrote:
> > Greetings,
> >
> >>  but more importantly, it doesn't have the errata.
> >>
> > ! That's worth noting... do you have notes on which *mechanics* are actually
changed, that could be applied to the RSRD?
> >
> > Would we have permission to include Errata updates into the RSRD?
> >
> > Cheers
> > Dave
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
> --
> Andrew Maitland (LegacyKing)
> Admin Silverback - PCGen Board of Directors
> Data 2nd, Docs Tamarin, OS Lemur
> Unique Title "Quick-Silverback Tracker Monkey"
> Unique Title "The Torturer of PCGen"
>
>
> [Non-text portions of this message have been removed]
>

#23217 From: "FerretDave" <ferret.griffin@...>
Date: Thu Feb 21, 2013 9:38 am
Subject: Re: Custom name files
dave_the_ferret
Send Email Send Email
 
Greetings,
I've never used the name files myself either, but am surprised that they are
xml.

A general question then, what was the rationale behind making these xml rather
than the usual .lst format? Just curious really, everything else is real easy to
edit. Or was this a sneaky developer plan to show how easily we could use xml
instead? :-)

Cheers
Dave

--- In PCGenListFileHelp@yahoogroups.com, "madartiste" <madartiste@...> wrote:
>
> Yep.  I definitely restarted it, but I also think I answered my own question.
> I'm not sure that the .NAM files do much of anything (I couldn't figure it
out, frankly), but if you look under plugins>Random Names there's a bunch of XML
files that contain the stuff that's from the dropdown menus.  I just used one as
a template (though I saved it as a new file) and put in my own stuff.
> It really wasn't terribly difficult (even with my rusty XML skills) and works
great!
> Thank you for attempting to answer, however.  Any help is always appreciated!
>
>
> --- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@> wrote:
> >
> > Hi,
> >
> > I've never used the name files. But did you restart pcgen?
> >
> > On 2/19/2013 7:27 PM, madartiste wrote:
> > > Hi, I wasn't quite sure where to ask this, but this seemed like the place
to go for things that involve custom files.
> > >
> > > I made some custom .NAM files following the directions from the readme
file in the names folder.  However, I seem to be stumped on how to get these
files to show up in the dropdown list for the random name generator.  Even when
I put them in the names folder, they don't show up.  Is there a .lst file (or
other file) that I need to add these to?  Any help would be much appreciated.
> > >
> > >
> > >
> > > ------------------------------------
> > >
> > > 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]
> >
>

#23218 From: "Michael" <dracoprimus@...>
Date: Thu Feb 21, 2013 10:44 am
Subject: 4e: point buy method
dracoprimus
Send Email Send Email
 
I finally have the basic gamemode working for 4e. Having trouble setting up the
point buy method. you're supposed to start with 8,10,10,10,10,10.  I know I can
setup purchase score minimum, but, how can I get only one score down to 8, while
keeping the rest at min10? and what would be the best way to select which stat
starts at 8?

#23219 From: "FerretDave" <ferret.griffin@...>
Date: Thu Feb 21, 2013 3:33 pm
Subject: D20M class abilities descriptions
dave_the_ferret
Send Email Send Email
 
Greetings

Just trying to homebrew the d20M abilities to add more detail on the OS and had
a problem.

The class abilities are defined as 'Special Ability' and add a SAB, which is
output, but to modify these, and add a DESC, am I right in thinking they would
need to be completely rebuilt as 'Special Quality' or 'Special Attack' to be
able to add a description on the OS ?

Or is it easier to change the OS to get it to output any DESC (and
SOURCESHORT/SOURCEPAGE) if they exist?

D20M / PCGen 6.0.0

Cheers
Dave

#23220 From: "madartiste" <madartiste@...>
Date: Thu Feb 21, 2013 3:42 pm
Subject: Re: Custom name files
madartiste
Send Email Send Email
 
I'm obviously not one of the development team or anything, but my sneaking
suspicion is that it has to do with how the random name plugin was coded.  I
guess, since it's a plugin rather than the main software, it must've been either
easier to use XML or simply the only way to make it work.  Hopefully on of the
coders can chime in and give us a definitive answer, though. :)

--- In PCGenListFileHelp@yahoogroups.com, "FerretDave" <ferret.griffin@...>
wrote:
>
> Greetings,
> I've never used the name files myself either, but am surprised that they are
xml.
>
> A general question then, what was the rationale behind making these xml rather
than the usual .lst format? Just curious really, everything else is real easy to
edit. Or was this a sneaky developer plan to show how easily we could use xml
instead? :-)
>
> Cheers
> Dave
>
> --- In PCGenListFileHelp@yahoogroups.com, "madartiste" <madartiste@> wrote:
> >
> > Yep.  I definitely restarted it, but I also think I answered my own
question.
> > I'm not sure that the .NAM files do much of anything (I couldn't figure it
out, frankly), but if you look under plugins>Random Names there's a bunch of XML
files that contain the stuff that's from the dropdown menus.  I just used one as
a template (though I saved it as a new file) and put in my own stuff.
> > It really wasn't terribly difficult (even with my rusty XML skills) and
works great!
> > Thank you for attempting to answer, however.  Any help is always
appreciated!
> >
> >
> > --- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@> wrote:
> > >
> > > Hi,
> > >
> > > I've never used the name files. But did you restart pcgen?
> > >
> > > On 2/19/2013 7:27 PM, madartiste wrote:
> > > > Hi, I wasn't quite sure where to ask this, but this seemed like the
place to go for things that involve custom files.
> > > >
> > > > I made some custom .NAM files following the directions from the readme
file in the names folder.  However, I seem to be stumped on how to get these
files to show up in the dropdown list for the random name generator.  Even when
I put them in the names folder, they don't show up.  Is there a .lst file (or
other file) that I need to add these to?  Any help would be much appreciated.
> > > >
> > > >
> > > >
> > > > ------------------------------------
> > > >
> > > > 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]
> > >
> >
>

#23221 From: Andrew <drew0500@...>
Date: Thu Feb 21, 2013 4:01 pm
Subject: Re: [pcgen] Remove a spell-like ability granted by a race
Drew0500
Send Email Send Email
 
Hi Helge,

Questions of this nature belong over on our Lst File Help group - which is where
folks give advice
on such interesting questions.

Now, to answer the question.

You cannot directly 'Clear' a race. You can .FORGET one, but then you'll be
without the Race.

In your present case, I would recommend creating a new race based off the old
one. The reason being
is you can't modify the SPELLS tag inside a race.

However, the good news is, if you can open a Feature Request, a monkey of
experience can often times
alter the race for you so you can modify such things in the future. (I wouldn't
mind doing that for
you, it's only 5 minutes of effort to make it work as you seem to want.)

Now, if you don't mind doing the work yourself, you can simply alter the race
entry. I'm guessing
the Times are what you want to alter, correct?

The Times would need a Variable which Requires a DEFINE tag.

I'm at work, so I don't have the available free time to look at the supplement
and what all it
changes, but if you give me exact items you need, I can change those.

Cheers,

On 2/21/2013 1:56 AM, koenig.trex wrote:
> Hello,
>
> I am using version 6.0.0.
> In D&D v3.5 the drow have some spell-like abilities (SLA), usable once per
day. The supplement Drow of the Underdark contains several feats that grant
additional uses to some of these SLA.
>
> Now I want to edit the Drow. I want to define variables that contains the
quantity for these SLA.
>
> This produces an error:
> SPELLS:.CLEAR
>
> Than I tried to crack a nut with a sledgehammer:
> Elf (Drow).CLEAR
> Elf (Drow) ...
>
> The result is:
> 10:49:27.979 SEVERE Thread-21 LstObjectFileLoader:243 WARNING: Duplicate
object name: Elf (Drow)
> WARNING: Not loading duplicate.
> 10:49:32.26 SEVERE Thread-21 AbstractReferenceManufacturer:922 More than one
Race with key/name Elf (Drow) was built
> 10:49:32.27 SEVERE Thread-21 AbstractReferenceManufacturer:452 Reference to
Constructed Race Elf (Drow) is ambiguous
>
> Another try with a sledgehammer:
> Elf (Drow).CLEAR
> Elf (Drow).MOD ...
>
> This doesn't throw a warning or error, but now I can select the race "Elf
(Drow).CLEAR".
>
> So, how do I modify (direct modify, or remove an add) the spell-like abilities
granted by a race?
>
> Thanks in advance,
> Helge
>
>
>
> ------------------------------------
>
> Related Lists
> PCGen's release site: http://pcgen.sourceforge.net
> PCGen's Mailing Lists and Links:
http://wiki.pcgen.org/Mailing_Lists_and_PCGen_Links
> PCGen's alpha build: http://pcgen.sourceforge.net/07_autobuilds.php
> PCGen's JIRA Tracker: http://jira.pcgen.org
>
>
> PCGen List File Help: http://tech.groups.yahoo.com/group/PCGenListFileHelp/
> (for assistance in creating new homebrew or official list files)
>
> PCGen Experimental: http://tech.groups.yahoo.com/group/pcgen_experimental/
> (for new official data source development)
> 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]

#23222 From: Andrew <drew0500@...>
Date: Thu Feb 21, 2013 5:47 pm
Subject: Re: D20M class abilities descriptions
Drew0500
Send Email Send Email
 
Hi,

You'd have to .MOD the Abilities in question. You'll need to do SAB:.CLEAR and
add your DESC. Then
of course the TYPE's need to be included.

If you want to actually alter the real abilities, open a JIRA, I'll assign it to
you. Make a .PATCH
and I'll push it in if it looks good since you're the main user of the modern
stuff.

Cheers,

On 2/21/2013 7:33 AM, FerretDave wrote:
> Greetings
>
> Just trying to homebrew the d20M abilities to add more detail on the OS and
had a problem.
>
> The class abilities are defined as 'Special Ability' and add a SAB, which is
output, but to modify these, and add a DESC, am I right in thinking they would
need to be completely rebuilt as 'Special Quality' or 'Special Attack' to be
able to add a description on the OS ?
>
> Or is it easier to change the OS to get it to output any DESC (and
SOURCESHORT/SOURCEPAGE) if they exist?
>
> D20M / PCGen 6.0.0
>
> Cheers
> Dave
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

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


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

#23223 From: Andrew <drew0500@...>
Date: Thu Feb 21, 2013 5:58 pm
Subject: Re: 4e: point buy method
Drew0500
Send Email Send Email
 
Hi,

That's beyond what the point buy engine can currently do - as far as I know. I
have a few ideas how
to work around it, but I think this might require a discussion to actually
address the point buy system.

To address the issue for you though. Figure out what the points would be to drop
those five stats to
8 from the 10, and then alter how many points they start with accordingly. It's
not the 8, and 10's
but at least it gives you a legal build base.

Perhaps we can get a code monkey to look at what would be required to alter the
system.

Pushing the discussion over to experimental for that inquiry.

Cheers,


On 2/21/2013 2:44 AM, Michael wrote:
> I finally have the basic gamemode working for 4e. Having trouble setting up
the point buy method. you're supposed to start with 8,10,10,10,10,10.  I know I
can setup purchase score minimum, but, how can I get only one score down to 8,
while keeping the rest at min10? and what would be the best way to select which
stat starts at 8?
>
>
>
> ------------------------------------
>
> 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]

#23224 From: "madartiste" <madartiste@...>
Date: Thu Feb 21, 2013 7:36 pm
Subject: Adding spells selected from CHOOSE to a spell list
madartiste
Send Email Send Email
 
Right, so the setting I'm working on has a class with an ability that has me a
bit stumped.  One of the prereqs for the class is being a spell caster of either
type (arcane or divine), and each level in the prestige class grants the
standard "+1 level of existing class" bonus to spells.

The ability, however, lets the pc choose two spells of a type they can't cast
(if they're a divine caster, they can pick to arcane spells and visa versa).  I
ended up splitting it into two different abilities, one for choosing arcane
spells, one for choosing divine spells.  This part works fine, and I was even
able to limit the PC to choosing either ability based on which type of spells
they can normally cast.

My stumbling block is the part where the two chosen spells get added to the
character's previous spell list... Since they could literally have come from ANY
spell casting class previously and the spells can be picked from any level that
they cast.

Does anyone have any suggestions on how to proceed?  Thanks!

#23225 From: Andrew <drew0500@...>
Date: Thu Feb 21, 2013 7:47 pm
Subject: Re: Adding spells selected from CHOOSE to a spell list
Drew0500
Send Email Send Email
 
Hi,

Sadly, no. SPELLKNOWN and SPELLLEVEL don't take substitution variables. There is
a New Tag Feature
Request to add  that.

Cheers,

On 2/21/2013 11:36 AM, madartiste wrote:
> Right, so the setting I'm working on has a class with an ability that has me a
bit stumped.  One of the prereqs for the class is being a spell caster of either
type (arcane or divine), and each level in the prestige class grants the
standard "+1 level of existing class" bonus to spells.
>
> The ability, however, lets the pc choose two spells of a type they can't cast
(if they're a divine caster, they can pick to arcane spells and visa versa).  I
ended up splitting it into two different abilities, one for choosing arcane
spells, one for choosing divine spells.  This part works fine, and I was even
able to limit the PC to choosing either ability based on which type of spells
they can normally cast.
>
> My stumbling block is the part where the two chosen spells get added to the
character's previous spell list... Since they could literally have come from ANY
spell casting class previously and the spells can be picked from any level that
they cast.
>
> Does anyone have any suggestions on how to proceed?  Thanks!
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

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


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

#23226 From: Andrew <drew0500@...>
Date: Thu Feb 21, 2013 7:55 pm
Subject: Re: Re: Custom name files
Drew0500
Send Email Send Email
 
Hi,

Flagging for James to weigh in.

On 2/21/2013 7:42 AM, madartiste wrote:
> I'm obviously not one of the development team or anything, but my sneaking
suspicion is that it has to do with how the random name plugin was coded.  I
guess, since it's a plugin rather than the main software, it must've been either
easier to use XML or simply the only way to make it work.  Hopefully on of the
coders can chime in and give us a definitive answer, though. :)
>
> --- In PCGenListFileHelp@yahoogroups.com, "FerretDave" <ferret.griffin@...>
wrote:
>> Greetings,
>> I've never used the name files myself either, but am surprised that they are
xml.
>>
>> A general question then, what was the rationale behind making these xml
rather than the usual .lst format? Just curious really, everything else is real
easy to edit. Or was this a sneaky developer plan to show how easily we could
use xml instead? :-)
>>
>> Cheers
>> Dave
>>
>> --- In PCGenListFileHelp@yahoogroups.com, "madartiste" <madartiste@> wrote:
>>> Yep.  I definitely restarted it, but I also think I answered my own
question.
>>> I'm not sure that the .NAM files do much of anything (I couldn't figure it
out, frankly), but if you look under plugins>Random Names there's a bunch of XML
files that contain the stuff that's from the dropdown menus.  I just used one as
a template (though I saved it as a new file) and put in my own stuff.
>>> It really wasn't terribly difficult (even with my rusty XML skills) and
works great!
>>> Thank you for attempting to answer, however.  Any help is always
appreciated!
>>>
>>>
>>> --- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@> wrote:
>>>> Hi,
>>>>
>>>> I've never used the name files. But did you restart pcgen?
>>>>
>>>> On 2/19/2013 7:27 PM, madartiste wrote:
>>>>> Hi, I wasn't quite sure where to ask this, but this seemed like the place
to go for things that involve custom files.
>>>>>
>>>>> I made some custom .NAM files following the directions from the readme
file in the names folder.  However, I seem to be stumped on how to get these
files to show up in the dropdown list for the random name generator.  Even when
I put them in the names folder, they don't show up.  Is there a .lst file (or
other file) that I need to add these to?  Any help would be much appreciated.
>>>>>
>>>>>
>>>>>
>>>>> ------------------------------------
>>>>>
>>>>> 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]

#23227 From: Andrew Wilson <andrew@...>
Date: Thu Feb 21, 2013 7:58 pm
Subject: Re: Re: choser to select FEAT or ABILITY?
ytitendi
Send Email Send Email
 
On 21 February 2013 09:20, FerretDave <ferret.griffin@...> wrote:

> Good old wizards eh? :-)
>

I have no idea why anyone still gives them money.  I know I don't.


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

#23228 From: Andrew Wilson <andrew@...>
Date: Thu Feb 21, 2013 8:08 pm
Subject: Re: Re: Custom name files
ytitendi
Send Email Send Email
 
On 21 February 2013 09:38, FerretDave <ferret.griffin@...> wrote:

> A general question then, what was the rationale behind making these xml
> rather than the usual .lst format? Just curious really, everything else is
> real easy to edit. Or was this a sneaky developer plan to show how easily
> we could use xml instead? :-)
>

My guess would be that the person who implemented the feature wanted the
project to use xml.  they decided to use it in the bit they were adding.

andrew


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

#23229 From: "madartiste" <madartiste@...>
Date: Thu Feb 21, 2013 8:42 pm
Subject: Re: Counter number of specific type of followers
madartiste
Send Email Send Email
 
Wow.  After a LOT of searching around, I finally found the right way to do this:
COUNT[FOLLOWERTYPE.Familiar] gives the correct number.

Just figured I'd put the answer in here in case someone else wants to know how.
:)

--- In PCGenListFileHelp@yahoogroups.com, "madartiste" <madartiste@...> wrote:
>
> Hmm... That doesn't give me an error, but it always registers as 0.
> Drat -- but thank you, nonetheless!
>
> --- In PCGenListFileHelp@yahoogroups.com, Martijn Verburg  wrote:
> >
> > Been a long time since I've looked at this but I think you can say
> > FOLLOWERS:Familiar
> >
> > Cheers,
> > Martijn
> >
> >
> > On 7 February 2013 04:00, madartiste  wrote:
> >
> > > **
> > >
> > >
> > > Hi again,
> > > I'm wondering if there is a way to get a count of a specific TYPE of
> > > follower a character has? I know there is COUNT[FOLLOWERS], but that seems
> > > like it will get all of them and I'm just looking for one kind -- like
> > > familiars rather than familiars AND companions.
> > >
> > > Thanks!
> > >
> > >
> > >
> >
> >
> > [Non-text portions of this message have been removed]
> >
>

#23230 From: James Dempsey <jdempsey@...>
Date: Thu Feb 21, 2013 8:46 pm
Subject: Re: Re: Custom name files
james_dempse...
Send Email Send Email
 
Hi,

Yes they are XML. As part of the work on the new UI we switched from the
old .nam file based random name generator to the richer one provided by
GMGen.

All of the GMGen config is in XML as it is a developer written thing.
Devon created it separately to PCGen and then gifted to the project.

The old .nam format comes from a standalone name generator created on
the unix platform perhaps 20 or more years ago. It was hacked for PCGen
about 10 years ago to include some more flexibility. However it is still
very inflexible and after examining the old definitions closely I don't
think a few of them were working the way the authors intended. The .nam
files are no longer used in any way. It has no relation to lst either.

Since the 6.0 release I've ported all of the old .nam files over to the
new system (i.e. to xml). You can see them in 6.1.1 and they will be in
the next production patch. See http://jira.pcgen.org/browse/CODE-1861
for details.

Cheers,.
James.

On 22/02/2013 6:55 AM Andrew wrote
> Hi,
>
> Flagging for James to weigh in.
>
> On 2/21/2013 7:42 AM, madartiste wrote:
>> I'm obviously not one of the development team or anything, but my sneaking
suspicion is that it has to do with how the random name plugin was coded.  I
guess, since it's a plugin rather than the main software, it must've been either
easier to use XML or simply the only way to make it work.  Hopefully on of the
coders can chime in and give us a definitive answer, though. :)
>>
>> --- InPCGenListFileHelp@yahoogroups.com, "FerretDave"<ferret.griffin@...> 
wrote:
>>> Greetings,
>>> I've never used the name files myself either, but am surprised that they are
xml.
>>>
>>> A general question then, what was the rationale behind making these xml
rather than the usual .lst format? Just curious really, everything else is real
easy to edit. Or was this a sneaky developer plan to show how easily we could
use xml instead? :-)
>>>
>>> Cheers
>>> Dave
>>>
>>> --- InPCGenListFileHelp@yahoogroups.com, "madartiste" <madartiste@> wrote:
>>>> Yep.  I definitely restarted it, but I also think I answered my own
question.
>>>> I'm not sure that the .NAM files do much of anything (I couldn't figure it
out, frankly), but if you look under plugins>Random Names there's a bunch of XML
files that contain the stuff that's from the dropdown menus.  I just used one as
a template (though I saved it as a new file) and put in my own stuff.
>>>> It really wasn't terribly difficult (even with my rusty XML skills) and
works great!
>>>> Thank you for attempting to answer, however.  Any help is always
appreciated!
>>>>
>>>>
>>>> --- InPCGenListFileHelp@yahoogroups.com, Andrew <drew0500@> wrote:
>>>>> Hi,
>>>>>
>>>>> I've never used the name files. But did you restart pcgen?
>>>>>
>>>>> On 2/19/2013 7:27 PM, madartiste wrote:
>>>>>> Hi, I wasn't quite sure where to ask this, but this seemed like the place
to go for things that involve custom files.
>>>>>>
>>>>>> I made some custom .NAM files following the directions from the readme
file in the names folder.  However, I seem to be stumped on how to get these
files to show up in the dropdown list for the random name generator.  Even when
I put them in the names folder, they don't show up.  Is there a .lst file (or
other file) that I need to add these to?  Any help would be much appreciated.
>>>>>>
>>>>>>



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

#23231 From: "madartiste" <madartiste@...>
Date: Thu Feb 21, 2013 8:53 pm
Subject: Re: Custom name files
madartiste
Send Email Send Email
 
Sweet!
Thanks, James.  I appreciate the candidness.  Is there any chance we can get a
readme file or something so that people who want to add their own name files
have a place to start?  I wouldn't have had any idea what files to be looking in
if I hadn't found the Random Names folder by accident.  Maybe it's obvious to
other folks and I'm just kinda dense, but I had a bit of trouble figuring out
where to look.  Granted, once I actually found those XML files, they're pretty
easy to work with. :)
Either way, thank's for weighing in!

--- In PCGenListFileHelp@yahoogroups.com, James Dempsey <jdempsey@...> wrote:
>
> Hi,
>
> Yes they are XML. As part of the work on the new UI we switched from the
> old .nam file based random name generator to the richer one provided by
> GMGen.
>
> All of the GMGen config is in XML as it is a developer written thing.
> Devon created it separately to PCGen and then gifted to the project.
>
> The old .nam format comes from a standalone name generator created on
> the unix platform perhaps 20 or more years ago. It was hacked for PCGen
> about 10 years ago to include some more flexibility. However it is still
> very inflexible and after examining the old definitions closely I don't
> think a few of them were working the way the authors intended. The .nam
> files are no longer used in any way. It has no relation to lst either.
>
> Since the 6.0 release I've ported all of the old .nam files over to the
> new system (i.e. to xml). You can see them in 6.1.1 and they will be in
> the next production patch. See http://jira.pcgen.org/browse/CODE-1861
> for details.
>
> Cheers,.
> James.
>
> On 22/02/2013 6:55 AM Andrew wrote
> > Hi,
> >
> > Flagging for James to weigh in.
> >
> > On 2/21/2013 7:42 AM, madartiste wrote:
> >> I'm obviously not one of the development team or anything, but my sneaking
suspicion is that it has to do with how the random name plugin was coded.  I
guess, since it's a plugin rather than the main software, it must've been either
easier to use XML or simply the only way to make it work.  Hopefully on of the
coders can chime in and give us a definitive answer, though. :)
> >>
> >> --- InPCGenListFileHelp@yahoogroups.com, "FerretDave"<ferret.griffin@> 
wrote:
> >>> Greetings,
> >>> I've never used the name files myself either, but am surprised that they
are xml.
> >>>
> >>> A general question then, what was the rationale behind making these xml
rather than the usual .lst format? Just curious really, everything else is real
easy to edit. Or was this a sneaky developer plan to show how easily we could
use xml instead? :-)
> >>>
> >>> Cheers
> >>> Dave
> >>>
> >>> --- InPCGenListFileHelp@yahoogroups.com, "madartiste" <madartiste@> wrote:
> >>>> Yep.  I definitely restarted it, but I also think I answered my own
question.
> >>>> I'm not sure that the .NAM files do much of anything (I couldn't figure
it out, frankly), but if you look under plugins>Random Names there's a bunch of
XML files that contain the stuff that's from the dropdown menus.  I just used
one as a template (though I saved it as a new file) and put in my own stuff.
> >>>> It really wasn't terribly difficult (even with my rusty XML skills) and
works great!
> >>>> Thank you for attempting to answer, however.  Any help is always
appreciated!
> >>>>
> >>>>
> >>>> --- InPCGenListFileHelp@yahoogroups.com, Andrew <drew0500@> wrote:
> >>>>> Hi,
> >>>>>
> >>>>> I've never used the name files. But did you restart pcgen?
> >>>>>
> >>>>> On 2/19/2013 7:27 PM, madartiste wrote:
> >>>>>> Hi, I wasn't quite sure where to ask this, but this seemed like the
place to go for things that involve custom files.
> >>>>>>
> >>>>>> I made some custom .NAM files following the directions from the readme
file in the names folder.  However, I seem to be stumped on how to get these
files to show up in the dropdown list for the random name generator.  Even when
I put them in the names folder, they don't show up.  Is there a .lst file (or
other file) that I need to add these to?  Any help would be much appreciated.
> >>>>>>
> >>>>>>
>
>
>
> [Non-text portions of this message have been removed]
>

#23232 From: "madartiste" <madartiste@...>
Date: Thu Feb 21, 2013 9:06 pm
Subject: Re: Adding spells selected from CHOOSE to a spell list
madartiste
Send Email Send Email
 
Fair enough.  I was wonder if this was the case.
It's just as easy to simply have it list the spells in the ability and be
content with that.  I can revisit the ability if/when that new tag gets added!
Thank you, Andrew.

--- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@...> wrote:
>
> Hi,
>
> Sadly, no. SPELLKNOWN and SPELLLEVEL don't take substitution variables. There
is a New Tag Feature
> Request to add  that.
>
> Cheers,
>
> On 2/21/2013 11:36 AM, madartiste wrote:
> > Right, so the setting I'm working on has a class with an ability that has me
a bit stumped.  One of the prereqs for the class is being a spell caster of
either type (arcane or divine), and each level in the prestige class grants the
standard "+1 level of existing class" bonus to spells.
> >
> > The ability, however, lets the pc choose two spells of a type they can't
cast (if they're a divine caster, they can pick to arcane spells and visa
versa).  I ended up splitting it into two different abilities, one for choosing
arcane spells, one for choosing divine spells.  This part works fine, and I was
even able to limit the PC to choosing either ability based on which type of
spells they can normally cast.
> >
> > My stumbling block is the part where the two chosen spells get added to the
character's previous spell list... Since they could literally have come from ANY
spell casting class previously and the spells can be picked from any level that
they cast.
> >
> > Does anyone have any suggestions on how to proceed?  Thanks!
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
> --
> Andrew Maitland (LegacyKing)
> Admin Silverback - PCGen Board of Directors
> Data 2nd, Docs Tamarin, OS Lemur
> Unique Title "Quick-Silverback Tracker Monkey"
> Unique Title "The Torturer of PCGen"
>
>
> [Non-text portions of this message have been removed]
>

#23233 From: "Michael" <dracoprimus@...>
Date: Thu Feb 21, 2013 9:53 pm
Subject: Re: 4e: point buy method
dracoprimus
Send Email Send Email
 
That was my first idea for a workaround, just wondering if there was a better
way, that I didn't see. Is there a way of validation that would make, or at
least encourage you to get at least 5 of the stats over 10?

--- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@...> wrote:
>
> Hi,
>
> That's beyond what the point buy engine can currently do - as far as I know. I
have a few ideas how
> to work around it, but I think this might require a discussion to actually
address the point buy system.
>
> To address the issue for you though. Figure out what the points would be to
drop those five stats to
> 8 from the 10, and then alter how many points they start with accordingly.
It's not the 8, and 10's
> but at least it gives you a legal build base.
>
> Perhaps we can get a code monkey to look at what would be required to alter
the system.
>
> Pushing the discussion over to experimental for that inquiry.
>
> Cheers,
>
>
> On 2/21/2013 2:44 AM, Michael wrote:
> > I finally have the basic gamemode working for 4e. Having trouble setting up
the point buy method. you're supposed to start with 8,10,10,10,10,10.  I know I
can setup purchase score minimum, but, how can I get only one score down to 8,
while keeping the rest at min10? and what would be the best way to select which
stat starts at 8?
> >
> >
> >
> > ------------------------------------
> >
> > 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]
>

#23234 From: "FerretDave" <ferret.griffin@...>
Date: Fri Feb 22, 2013 12:40 am
Subject: Re: Custom name files
dave_the_ferret
Send Email Send Email
 
Thanks for that James, always helps to understand the initial rationale behind
such things.

--- In PCGenListFileHelp@yahoogroups.com, James Dempsey <jdempsey@...> wrote:
>
> Hi,
>
> Yes they are XML. As part of the work on the new UI we switched from the
> old .nam file based random name generator to the richer one provided by
> GMGen.
>
> All of the GMGen config is in XML as it is a developer written thing.
> Devon created it separately to PCGen and then gifted to the project.
>
> The old .nam format comes from a standalone name generator created on
> the unix platform perhaps 20 or more years ago. It was hacked for PCGen
> about 10 years ago to include some more flexibility. However it is still
> very inflexible and after examining the old definitions closely I don't
> think a few of them were working the way the authors intended. The .nam
> files are no longer used in any way. It has no relation to lst either.
>
> Since the 6.0 release I've ported all of the old .nam files over to the
> new system (i.e. to xml). You can see them in 6.1.1 and they will be in
> the next production patch. See http://jira.pcgen.org/browse/CODE-1861
> for details.
>
> Cheers,.
> James.
>
> On 22/02/2013 6:55 AM Andrew wrote
> > Hi,
> >
> > Flagging for James to weigh in.
> >
> > On 2/21/2013 7:42 AM, madartiste wrote:
> >> I'm obviously not one of the development team or anything, but my sneaking
suspicion is that it has to do with how the random name plugin was coded.  I
guess, since it's a plugin rather than the main software, it must've been either
easier to use XML or simply the only way to make it work.  Hopefully on of the
coders can chime in and give us a definitive answer, though. :)
> >>
> >> --- InPCGenListFileHelp@yahoogroups.com, "FerretDave"<ferret.griffin@> 
wrote:
> >>> Greetings,
> >>> I've never used the name files myself either, but am surprised that they
are xml.
> >>>
> >>> A general question then, what was the rationale behind making these xml
rather than the usual .lst format? Just curious really, everything else is real
easy to edit. Or was this a sneaky developer plan to show how easily we could
use xml instead? :-)
> >>>
> >>> Cheers
> >>> Dave
> >>>
> >>> --- InPCGenListFileHelp@yahoogroups.com, "madartiste" <madartiste@> wrote:
> >>>> Yep.  I definitely restarted it, but I also think I answered my own
question.
> >>>> I'm not sure that the .NAM files do much of anything (I couldn't figure
it out, frankly), but if you look under plugins>Random Names there's a bunch of
XML files that contain the stuff that's from the dropdown menus.  I just used
one as a template (though I saved it as a new file) and put in my own stuff.
> >>>> It really wasn't terribly difficult (even with my rusty XML skills) and
works great!
> >>>> Thank you for attempting to answer, however.  Any help is always
appreciated!
> >>>>
> >>>>
> >>>> --- InPCGenListFileHelp@yahoogroups.com, Andrew <drew0500@> wrote:
> >>>>> Hi,
> >>>>>
> >>>>> I've never used the name files. But did you restart pcgen?
> >>>>>
> >>>>> On 2/19/2013 7:27 PM, madartiste wrote:
> >>>>>> Hi, I wasn't quite sure where to ask this, but this seemed like the
place to go for things that involve custom files.
> >>>>>>
> >>>>>> I made some custom .NAM files following the directions from the readme
file in the names folder.  However, I seem to be stumped on how to get these
files to show up in the dropdown list for the random name generator.  Even when
I put them in the names folder, they don't show up.  Is there a .lst file (or
other file) that I need to add these to?  Any help would be much appreciated.
> >>>>>>
> >>>>>>
>
>
>
> [Non-text portions of this message have been removed]
>

#23235 From: "josephd" <redrikd@...>
Date: Mon Feb 25, 2013 12:51 am
Subject: Close but just not getting it
josephd
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I'm trying to create a template to apply a bonus the DM gave my character:

+2 skillpoints per level (applies retroactively)

I wrote this into my_templates.lst

BonusSkillPoints  VISIBLE:DISPLAY  BONUS:SKILLPOINTS|NUMBER|2

what am I missing?
Thanks

#23236 From: "josephd" <redrikd@...>
Date: Mon Feb 25, 2013 12:57 am
Subject: Close but just not getting it
josephd
Send Email Send Email
 
I'm trying to create a template to apply a bonus the DM gave my character:

+2 skillpoints per level (applies retroactively)

I wrote this into my_templates.lst

BonusSkillPoints  VISIBLE:DISPLAY  BONUS:SKILLPOINTS|NUMBER|2

what am I missing?
Thanks

#23237 From: Andrew <drew0500@...>
Date: Mon Feb 25, 2013 2:19 am
Subject: Re: Close but just not getting it
Drew0500
Send Email Send Email
 
Hi,

When 6.01.2 or 6.0.1 comes out use

BONUS:VAR|BonusRetroSkillPoints|2


DATA-943
Enable homebrew method to add retroskills.

Cheers,

On 2/24/2013 4:57 PM, josephd wrote:
> I'm trying to create a template to apply a bonus the DM gave my character:
>
> +2 skillpoints per level (applies retroactively)
>
> I wrote this into my_templates.lst
>
> BonusSkillPoints  VISIBLE:DISPLAY  BONUS:SKILLPOINTS|NUMBER|2
>
> what am I missing?
> Thanks
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

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


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

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