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#23249 From: Eric C Smith <maredudd@...>
Date: Fri Mar 8, 2013 5:13 am
Subject: Re: CHOOSE:SPELLLIST|x
maredudd800
Send Email Send Email
 
Hi Adriaan,

This tag is deprecated.

In looking into this one, and the other two you have mentioned, it looks like
there are a number of tags that were set for deprecation that did not get passed
over to the Doc team. I', going through the code now and will be picking up a
few others that have fallen through the crack and will be labeling them as
deptecated in the docs. They should all be removed for the 6.2 release.

Maredudd

On Mar 8, 2013, at 12:07 AM, rogerwllco wrote:

>
> The converter to 6.0 doesn't like this syntax.
>
> What it seems to do is allow you to select one of your known spells, with an
option of restricting it to only those classes that use a spellbook.
>
> According to the documentation it then allows up to your spellstat bonus
selections. I only encounter it being used to select one spell known not
multiple in several feats. It might work different than documented or CMP coded
it incorrectly.
>
> "Select one spell you can cast"
> "Select one of your spells or spelllike abilities"
> "Select two spells you know and can cast".
>
> What is the best way to code this in 6.0, assuming the converter is right and
CHOOSE:SPELLLIST|x is deprecated syntax?
>
> Would CHOOSE:SPELLS|ALL[KNOWN=YES] be the way to do this?
>
> I'm a bit unsure what the "Spellbook required" in CHOOSE:SPELLLIST|Y is
supposed to do, and I can't clearly find why it should be x=Y in the feats I
find, except for one that refers to prepared spells, but that feat has x=N oddly
enough.
>
> One of the feats is available in the RSRD and is coded as
>
> CHOOSE:SPELLS|SPELLTYPE=Arcane[KNOWN=YES]|SPELLTYPE=Divine[KNOWN=YES]
>
> What's the difference with CHOOSE:SPELLS|ALL[KNOWN=YES] ? Are there any other
spelltypes than Arcane and Divine?
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>
>

#23250 From: "Rob" <mynex@...>
Date: Fri Mar 8, 2013 5:29 am
Subject: RE: CHOOSE:SPELLLIST|x
mynex2k1
Send Email Send Email
 
No idea on the rest, but this question... Yes; Psionics.

At one time, there was another spell type, but I can't recall offhand what
it was (and now I'm thinking there was more than 1 more)

W. Robert Reed III
Mynex


-----Original Message-----
From: PCGenListFileHelp@yahoogroups.com
[mailto:PCGenListFileHelp@yahoogroups.com] On Behalf Of rogerwllco
Sent: Friday, March 08, 2013 12:08 AM
To: PCGenListFileHelp@yahoogroups.com
Subject: [PCGenListFileHelp] CHOOSE:SPELLLIST|x


One of the feats is available in the RSRD and is coded as

CHOOSE:SPELLS|SPELLTYPE=Arcane[KNOWN=YES]|SPELLTYPE=Divine[KNOWN=YES]

What's the difference with CHOOSE:SPELLS|ALL[KNOWN=YES] ? Are there any
other spelltypes than Arcane and Divine?

Cheers,

Adriaan Renting/RogerWilco

#23251 From: "rogerwllco" <g.a.renting@...>
Date: Fri Mar 8, 2013 11:31 am
Subject: Re: CHOOSE:STRING
rogerwllco
Send Email Send Email
 
It seems that the converter thinks that CHOOSE:STRING|FEAT=x does exist. Once
I'm done converting I'll first test it out, could just be that the documntation
isn't up-to-date.

Cheers,

Adriaan Renting/RogerWilco

--- In PCGenListFileHelp@yahoogroups.com, "rogerwllco" <g.a.renting@...> wrote:
>
> Hi, this is a comment I posted in another thread, but I also have a question
how to solve this:
>
> >I'm also coming across syntax like
> >CHOOSE:FEAT=Energy Substitution
> >where Energy Substitution is coded as
> >CHOOSE:STRING|Acid Energy|Cold Energy|Electrical Energy|Fire >Energy|Sonic
Energy
> >
> >I don't know how to replace that with newer syntax, there doesn't seem >to be
a CHOOSE:STRING|FEAT=x
>
> Would anyone know what the best way would be to code this in 6.x+ without
using the deprecated syntax for CHOOSE:FEAT=x"
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>

#23252 From: Andrew <drew0500@...>
Date: Fri Mar 8, 2013 12:12 pm
Subject: Re: Re: CHOOSE:STRING
Drew0500
Send Email Send Email
 
Hi,

Since the converter was set up by Tom Parker, and he did the recent CHOOSE
rework, I'd be surprised
if it didn't work.

Cheers,

On 3/8/2013 3:31 AM, rogerwllco wrote:
> It seems that the converter thinks that CHOOSE:STRING|FEAT=x does exist. Once
I'm done converting I'll first test it out, could just be that the documntation
isn't up-to-date.
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>
> --- In PCGenListFileHelp@yahoogroups.com, "rogerwllco" <g.a.renting@...>
wrote:
>> Hi, this is a comment I posted in another thread, but I also have a question
how to solve this:
>>
>>> I'm also coming across syntax like
>>> CHOOSE:FEAT=Energy Substitution
>>> where Energy Substitution is coded as
>>> CHOOSE:STRING|Acid Energy|Cold Energy|Electrical Energy|Fire >Energy|Sonic
Energy
>>>
>>> I don't know how to replace that with newer syntax, there doesn't seem >to
be a CHOOSE:STRING|FEAT=x
>> Would anyone know what the best way would be to code this in 6.x+ without
using the deprecated syntax for CHOOSE:FEAT=x"
>>
>> 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]

#23253 From: "rogerwllco" <g.a.renting@...>
Date: Fri Mar 8, 2013 12:14 pm
Subject: coding the Pious Templar
rogerwllco
Send Email Send Email
 
I'm trying to convert the Pious Templar from Complete Divine to 6.0 and I run
into a problem with how their spells are coded. Depending on their alignment
they either get Paladin spells or Blackguard spells.

Currently it's coded with two subclasses:

SUBCLASS:Pious Templar - Paladin    COST:0    !PREALIGN:LE,NE,CE
SUBCLASSLEVEL:1
KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=0|LEVEL=1|LEVEL=2|LEVE\
L=3|LEVEL=4    SPELLLIST:1|Paladin
SUBCLASS:Pious Templar - Blackguard     COST:0    !PREALIGN:LG,NG,CG
SUBCLASSLEVEL:1
KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=0|LEVEL=1|LEVEL=2|LEVE\
L=3|LEVEL=4    SPELLLIST:1|Blackguard

The converter doesn't seem to like this. Anyone has an idea of an alternative
way to code this? I'm not sure if it worded in the past, i know I've struggled
with PrCs from CompDiv in the past.

Cheers,

Adriaan Renting/RogerWilco

#23254 From: Andrew <drew0500@...>
Date: Fri Mar 8, 2013 12:22 pm
Subject: Re: Re: Can you adjust age settings with a template?
Drew0500
Send Email Send Email
 
Hi,

Biosetting is both a GameMode & Data File. The question at hand is whether you
can alter them.

If you have a Biosetting in the data sets, it *should* over-ride the GameMode
version (That was a
recent code fix).

As to it affecting a class over another, it's mimicking the effects of aging.
Your body slows down,
you lose muscle mass, and you become more susceptible to illness, disease and
injury. In theory with
age you've becomesmarter, wiser and somehow more charming. As a paramedic I can
assure you that the
effects of aging are quite real. Getting older is hardly an issue in any game
unless your gamemaster
chooses to span decades of game world time. Considering most games you can go
from level 1 to 20 in
the span of a few months, I don't see age as a great equalizer. -6 to Physical
Stats for a measly +3
to Mental Stats. (Your Str 8 Wizard is now a Str 2 Wizard  vs your Str 20
Fighter is now a Str 14).
Though why your fighter is out adventuring in his old age is beyond me... :P

Cheers,

On 3/7/2013 2:53 PM, rogerwllco wrote:
> I can't think of anything. There are races that define their age categories as
xx% of the normal elf/orc/gnome etc. But those are separate races.
>
> I do find it illogical that these setting are in the gameMode directory
because the races/monsters themselves are defined in the datasets for the
different sources.
>
> I rarely use the age categories though, as at least in DnD 3.5 the effects
heavily favour casters over melee classes, while the balance in the system is
already in favour of the casters. It just puts the system even more out of whack
than it already is. It's a whole new level of cheese that I don't need in my 3.5
game right now.
>
> But if people do end up thinking about changing things, I'd think it would be
more logical to move these kind of settings to the dataset files as now you have
to edit the gameMode files each time you add a new dataset with new races and
monsters. Especially the Forgotten Realms sources in 3.5 usually have age
categories and heights and such defined for most playable humanoids.
>
> The way it's currently coded in my CMP gameMode files doesn't really work very
well any way probably because the gameMode files don't depend on which sources
are selected.
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>
> --- In PCGenListFileHelp@yahoogroups.com, "madartiste" <madartiste@...> wrote:
>> Fair enough.  I kind of figured that was the case, but thanks for the
confirmation.  I wonder if there would be any other uses for PRE tags in the
biosettings lst or if this is such a random thing that no one else would find it
of use.
>>
>> --- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@> wrote:
>>> Hi,
>>>
>>> Not any method I know of. Sorry.
>>>
>>> Sounds like a Feature Request.
>>>
>>> Cheers,
>>>
>>>
>>> On 3/3/2013 7:08 PM, madartiste wrote:
>>>> The druid class in the setting I'm working on gets an ability called
"extended lifespan" which let's them live 10% longer than everyone else.  This
affects their max age and what age they are when they hit the various age
categories (middle age, venerable, etc.).
>>>>
>>>> Is there any way to do this with a template?  Can you modify the
bio-settings information anywhere other than in the BIOSET lst file?  I have a
sneaking suspicion I'll have to code up a druid version of every race, but I'd
like to avoid that if at all possible.
>>>>
>>>>
>>>>
>>>> ------------------------------------
>>>>
>>>> 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]

#23255 From: "rogerwllco" <g.a.renting@...>
Date: Fri Mar 8, 2013 1:09 pm
Subject: Re: Can you adjust age settings with a template?
rogerwllco
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@...> wrote:
>
> Hi,
>
> Biosetting is both a GameMode & Data File. The question at hand is whether you
can alter them.
>
> If you have a Biosetting in the data sets, it *should* over-ride the GameMode
version (That was a
> recent code fix).
>
I didn't know that. Thanks I'll be making use of that by moving all biosettings
from the gameMode to datasets.

I see it's indeed mentioned as a note in the Game Mode: biosettings.lst
documentation.

> As to it affecting a class over another, it's mimicking the effects of aging.
Your body slows down,
> you lose muscle mass, and you become more susceptible to illness, disease and
injury. In theory with
> age you've becomesmarter, wiser and somehow more charming. As a paramedic I
can assure you that the
> effects of aging are quite real. Getting older is hardly an issue in any game
unless your gamemaster
> chooses to span decades of game world time. Considering most games you can go
from level 1 to 20 in
> the span of a few months, I don't see age as a great equalizer. -6 to Physical
Stats for a measly +3
> to Mental Stats. (Your Str 8 Wizard is now a Str 2 Wizard  vs your Str 20
Fighter is now a Str 14).
> Though why your fighter is out adventuring in his old age is beyond me... :P
>

I prefer the idea of Cohen the Veteran Barbarian from Discworld for an aged
melee type fighter. Some of that could be modelled by levels of course.

A polymorph based wizard or wildshape based druid can get a real advantage from
using higher age categories.

As I said, I basically don't like how D&D's age categories make an existing
power balance even worse, while in fantasy fiction there are also counter
examples they could have used instead. Even Gandalf could arguably be used as a
counter example although he's more of an Outsider.

Cheers,

Adriaan Renting/RogerWilco

> Cheers,
>
> On 3/7/2013 2:53 PM, rogerwllco wrote:
> > I can't think of anything. There are races that define their age categories
as xx% of the normal elf/orc/gnome etc. But those are separate races.
> >
> > I do find it illogical that these setting are in the gameMode directory
because the races/monsters themselves are defined in the datasets for the
different sources.
> >
> > I rarely use the age categories though, as at least in DnD 3.5 the effects
heavily favour casters over melee classes, while the balance in the system is
already in favour of the casters. It just puts the system even more out of whack
than it already is. It's a whole new level of cheese that I don't need in my 3.5
game right now.
> >
> > But if people do end up thinking about changing things, I'd think it would
be more logical to move these kind of settings to the dataset files as now you
have to edit the gameMode files each time you add a new dataset with new races
and monsters. Especially the Forgotten Realms sources in 3.5 usually have age
categories and heights and such defined for most playable humanoids.
> >
> > The way it's currently coded in my CMP gameMode files doesn't really work
very well any way probably because the gameMode files don't depend on which
sources are selected.
> >
> > Cheers,
> >
> > Adriaan Renting/RogerWilco
> >
> > --- In PCGenListFileHelp@yahoogroups.com, "madartiste" <madartiste@> wrote:
> >> Fair enough.  I kind of figured that was the case, but thanks for the
confirmation.  I wonder if there would be any other uses for PRE tags in the
biosettings lst or if this is such a random thing that no one else would find it
of use.
> >>
> >> --- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@> wrote:
> >>> Hi,
> >>>
> >>> Not any method I know of. Sorry.
> >>>
> >>> Sounds like a Feature Request.
> >>>
> >>> Cheers,
> >>>
> >>>
> >>> On 3/3/2013 7:08 PM, madartiste wrote:
> >>>> The druid class in the setting I'm working on gets an ability called
"extended lifespan" which let's them live 10% longer than everyone else.  This
affects their max age and what age they are when they hit the various age
categories (middle age, venerable, etc.).
> >>>>
> >>>> Is there any way to do this with a template?  Can you modify the
bio-settings information anywhere other than in the BIOSET lst file?  I have a
sneaking suspicion I'll have to code up a druid version of every race, but I'd
like to avoid that if at all possible.
> >>>>
> >>>>
> >>>>
> >>>> ------------------------------------
> >>>>
> >>>> 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]
>

#23256 From: Doug Limmer <adventure@...>
Date: Fri Mar 8, 2013 1:54 pm
Subject: Re: coding the Pious Templar
distant_scholar
Send Email Send Email
 
It seems odd that it's listing the LEVEL=n tags twice.  Try removing the
duplicates, and see if it helps.  [Do Paladins and Blackguards get
0-level spells in 3.x?  I don't remember that.  I wouldn't think the
LEVEL=0 would cause a problem with the converter, though.]

DS/DL

On 3/8/2013 7:14 AM, rogerwllco wrote:
>
>
> I'm trying to convert the Pious Templar from Complete Divine to 6.0
> and I run into a problem with how their spells are coded. Depending on
> their alignment they either get Paladin spells or Blackguard spells.
>
> Currently it's coded with two subclasses:
>
> SUBCLASS:Pious Templar - Paladin COST:0 !PREALIGN:LE,NE,CE
> SUBCLASSLEVEL:1
>
KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=0|LEVEL=1|LEVEL=2|LEVE\
L=3|LEVEL=4
> SPELLLIST:1|Paladin
> SUBCLASS:Pious Templar - Blackguard COST:0 !PREALIGN:LG,NG,CG
> SUBCLASSLEVEL:1
>
KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=0|LEVEL=1|LEVEL=2|LEVE\
L=3|LEVEL=4
> SPELLLIST:1|Blackguard
>
> The converter doesn't seem to like this. Anyone has an idea of an
> alternative way to code this? I'm not sure if it worded in the past, i
> know I've struggled with PrCs from CompDiv in the past.
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>
>



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

#23257 From: "rogerwllco" <g.a.renting@...>
Date: Fri Mar 8, 2013 2:23 pm
Subject: Re: coding the Pious Templar
rogerwllco
Send Email Send Email
 
I've now made it into:
SUBCLASS:Pious Templar - Paladin COST:0 !PREALIGN:LE,NE,CE
KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4
SPELLLIST:1|Paladin
Without any SUBCLASSLEVEL

I haven't tested it yet though.

I think you're right on LEVEL=0 Not doing anything.

I know I've been struggling with this class and the Rainbow Servant in 2011,
when I couldn't make it work properly. See JIRA DOC-123 for example.
I don't think the Rainbow Servant can be made to work in PCGen at the moment. It
gets a new spelllist at level 10 of the PrC.

I posted this because I'd like input from more experienced data monkeys on how
this should be done. There might be a much smarter solution than trying to get
the SUBCLASS thing to work.

Cheers,

Adriaan Renting/RogerWilco

--- In PCGenListFileHelp@yahoogroups.com, Doug Limmer <adventure@...> wrote:
>
> It seems odd that it's listing the LEVEL=n tags twice.  Try removing the
> duplicates, and see if it helps.  [Do Paladins and Blackguards get
> 0-level spells in 3.x?  I don't remember that.  I wouldn't think the
> LEVEL=0 would cause a problem with the converter, though.]
>
> DS/DL
>
> On 3/8/2013 7:14 AM, rogerwllco wrote:
> >
> >
> > I'm trying to convert the Pious Templar from Complete Divine to 6.0
> > and I run into a problem with how their spells are coded. Depending on
> > their alignment they either get Paladin spells or Blackguard spells.
> >
> > Currently it's coded with two subclasses:
> >
> > SUBCLASS:Pious Templar - Paladin COST:0 !PREALIGN:LE,NE,CE
> > SUBCLASSLEVEL:1
> >
KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=0|LEVEL=1|LEVEL=2|LEVE\
L=3|LEVEL=4
> > SPELLLIST:1|Paladin
> > SUBCLASS:Pious Templar - Blackguard COST:0 !PREALIGN:LG,NG,CG
> > SUBCLASSLEVEL:1
> >
KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=0|LEVEL=1|LEVEL=2|LEVE\
L=3|LEVEL=4
> > SPELLLIST:1|Blackguard
> >
> > The converter doesn't seem to like this. Anyone has an idea of an
> > alternative way to code this? I'm not sure if it worded in the past, i
> > know I've struggled with PrCs from CompDiv in the past.
> >
> > Cheers,
> >
> > Adriaan Renting/RogerWilco
> >
> >
>
>
>
> [Non-text portions of this message have been removed]
>

#23258 From: "rogerwllco" <g.a.renting@...>
Date: Fri Mar 8, 2013 2:52 pm
Subject: Substitution class levels and PROHIBITSPELLS/KNOWNSPELLS
rogerwllco
Send Email Send Email
 
In my conversion of D&D 3.5 to PCGen 6.0 I'm encountering several substitution
classes that grant new spells at a certain levels or prohibit them at a certain
level.

For example the Raptoran Sorcerer from Races of the Wild gets 3 bonus spells
known at racial substitution level 5.

The converter throws a SEVERE error on this and according to the documentation
it only works for CLASS lines, which is not what I need.

Putting it on the SUBSTITUTIONCLASS line doesn't seem to help.

Anyone has an idea if this can be implemented?

Cheers,

Adriaan Renting/RogerWilco

#23259 From: Doug Limmer <adventure@...>
Date: Fri Mar 8, 2013 2:59 pm
Subject: Re: Substitution class levels and PROHIBITSPELLS/KNOWNSPELLS
distant_scholar
Send Email Send Email
 
If they're specific spells known, a tag like
SPELLKNOWN:CLASS|Sorcerer=1|Enlarge Person in an ability should work.

If they can be chosen from any sorcerer spell, a tag like
BONUS:SPELLKNOWN|CLASS=Sorcerer;LEVEL=1|3 should work.

I'm not sure what you mean by "prohibit them at a certain level". You
can use the PROHIBITSPELL tag in a class level line, and it takes PRExxx
tags, so you should be able to turn it off later if you need to.  That
might be able to do what the substitution level calls for.

DS/DL

On 3/8/2013 9:52 AM, rogerwllco wrote:
>
>
> In my conversion of D&D 3.5 to PCGen 6.0 I'm encountering several
> substitution classes that grant new spells at a certain levels or
> prohibit them at a certain level.
>
> For example the Raptoran Sorcerer from Races of the Wild gets 3 bonus
> spells known at racial substitution level 5.
>
> The converter throws a SEVERE error on this and according to the
> documentation it only works for CLASS lines, which is not what I need.
>
> Putting it on the SUBSTITUTIONCLASS line doesn't seem to help.
>
> Anyone has an idea if this can be implemented?
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>



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

#23260 From: "rogerwllco" <g.a.renting@...>
Date: Fri Mar 8, 2013 3:33 pm
Subject: Re: Substitution class levels and PROHIBITSPELLS/KNOWNSPELLS
rogerwllco
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, Doug Limmer <adventure@...> wrote:
>
> If they're specific spells known, a tag like
> SPELLKNOWN:CLASS|Sorcerer=1|Enlarge Person in an ability should work.
>

I tried
CLASS:Sorcerer.MOD
KNOWNSPELLS:Gust of Wind|Whispering Wind|Wind Wall|PRECLASS:1,Sorcerer=5

but that didn't work.

You suggestion showed me the way though, using SPELLKNOWN:CLASS instead of
KNOWNSPELLS does work. I didn't even have to make an ability for it, it works
directly on the SUBCLASSLEVEL line.

> If they can be chosen from any sorcerer spell, a tag like
> BONUS:SPELLKNOWN|CLASS=Sorcerer;LEVEL=1|3 should work.
>
> I'm not sure what you mean by "prohibit them at a certain level". You
> can use the PROHIBITSPELL tag in a class level line, and it takes PRExxx
> tags, so you should be able to turn it off later if you need to.  That
> might be able to do what the substitution level calls for.
>

I've tried the following three constructs:
CLASS:Cleric.MOD   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE

or

SUBSTITUTIONCLASS:Raptoran Cleric   PREDOMAIN:1,Air,Sky
PRERACE:1,Raptoran%   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE

or

SUBSTITUTIONLEVEL:1   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE

Cheers,

Adriaan Renting/RogerWilco

I haven't tried adding a PRECLASS of some kind, as that might make it harder to
interpret any errors.
> DS/DL
>
> On 3/8/2013 9:52 AM, rogerwllco wrote:
> >
> >
> > In my conversion of D&D 3.5 to PCGen 6.0 I'm encountering several
> > substitution classes that grant new spells at a certain levels or
> > prohibit them at a certain level.
> >
> > For example the Raptoran Sorcerer from Races of the Wild gets 3 bonus
> > spells known at racial substitution level 5.
> >
> > The converter throws a SEVERE error on this and according to the
> > documentation it only works for CLASS lines, which is not what I need.
> >
> > Putting it on the SUBSTITUTIONCLASS line doesn't seem to help.
> >
> > Anyone has an idea if this can be implemented?
> >
> > Cheers,
> >
> > Adriaan Renting/RogerWilco
> >
>
>
>
> [Non-text portions of this message have been removed]
>

#23261 From: Andrew <drew0500@...>
Date: Fri Mar 8, 2013 7:03 pm
Subject: Re: Re: coding the Pious Templar
Drew0500
Send Email Send Email
 
Hi,

KNOWNSPELLS should be a CLASS LINE, not aSUBCLASS LINE, if I remember correctly.
You'll need to test.

And if the class has no 0th level spells, I'd remove the LEVEL=0 entry.

Why is the class a Subclass anyways?

On 3/8/2013 6:23 AM, rogerwllco wrote:
> I've now made it into:
> SUBCLASS:Pious Templar - Paladin COST:0 !PREALIGN:LE,NE,CE
> KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4
> SPELLLIST:1|Paladin
> Without any SUBCLASSLEVEL
>
> I haven't tested it yet though.
>
> I think you're right on LEVEL=0 Not doing anything.
>
> I know I've been struggling with this class and the Rainbow Servant in 2011,
when I couldn't make it work properly. See JIRA DOC-123 for example.
> I don't think the Rainbow Servant can be made to work in PCGen at the moment.
It gets a new spelllist at level 10 of the PrC.
>
> I posted this because I'd like input from more experienced data monkeys on how
this should be done. There might be a much smarter solution than trying to get
the SUBCLASS thing to work.
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>
> --- In PCGenListFileHelp@yahoogroups.com, Doug Limmer <adventure@...> wrote:
>> It seems odd that it's listing the LEVEL=n tags twice.  Try removing the
>> duplicates, and see if it helps.  [Do Paladins and Blackguards get
>> 0-level spells in 3.x?  I don't remember that.  I wouldn't think the
>> LEVEL=0 would cause a problem with the converter, though.]
>>
>> DS/DL
>>
>> On 3/8/2013 7:14 AM, rogerwllco wrote:
>>> I'm trying to convert the Pious Templar from Complete Divine to 6.0
>>> and I run into a problem with how their spells are coded. Depending on
>>> their alignment they either get Paladin spells or Blackguard spells.
>>>
>>> Currently it's coded with two subclasses:
>>>
>>> SUBCLASS:Pious Templar - Paladin COST:0 !PREALIGN:LE,NE,CE
>>> SUBCLASSLEVEL:1
>>>
KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=0|LEVEL=1|LEVEL=2|LEVE\
L=3|LEVEL=4
>>> SPELLLIST:1|Paladin
>>> SUBCLASS:Pious Templar - Blackguard COST:0 !PREALIGN:LG,NG,CG
>>> SUBCLASSLEVEL:1
>>>
KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=0|LEVEL=1|LEVEL=2|LEVE\
L=3|LEVEL=4
>>> SPELLLIST:1|Blackguard
>>>
>>> The converter doesn't seem to like this. Anyone has an idea of an
>>> alternative way to code this? I'm not sure if it worded in the past, i
>>> know I've struggled with PrCs from CompDiv in the past.
>>>
>>> Cheers,
>>>
>>> Adriaan Renting/RogerWilco
>>>
>>>
>>
>> [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]

#23262 From: Andrew <drew0500@...>
Date: Fri Mar 8, 2013 7:06 pm
Subject: Re: Re: Substitution class levels and PROHIBITSPELLS/KNOWNSPELLS
Drew0500
Send Email Send Email
 
Hi,

PROHIBITSPELL should be a Class Level line only, I don't think it's supported on
Sub or Substitution
class level lines.

You'll have to be creative to toggle when it is active though.



On 3/8/2013 7:33 AM, rogerwllco wrote:
> --- In PCGenListFileHelp@yahoogroups.com, Doug Limmer <adventure@...> wrote:
>> If they're specific spells known, a tag like
>> SPELLKNOWN:CLASS|Sorcerer=1|Enlarge Person in an ability should work.
>>
> I tried
> CLASS:Sorcerer.MOD
> KNOWNSPELLS:Gust of Wind|Whispering Wind|Wind Wall|PRECLASS:1,Sorcerer=5
>
> but that didn't work.
>
> You suggestion showed me the way though, using SPELLKNOWN:CLASS instead of
KNOWNSPELLS does work. I didn't even have to make an ability for it, it works
directly on the SUBCLASSLEVEL line.
>
>> If they can be chosen from any sorcerer spell, a tag like
>> BONUS:SPELLKNOWN|CLASS=Sorcerer;LEVEL=1|3 should work.
>>
>> I'm not sure what you mean by "prohibit them at a certain level". You
>> can use the PROHIBITSPELL tag in a class level line, and it takes PRExxx
>> tags, so you should be able to turn it off later if you need to.  That
>> might be able to do what the substitution level calls for.
>>
> I've tried the following three constructs:
> CLASS:Cleric.MOD   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE
>
> or
>
> SUBSTITUTIONCLASS:Raptoran Cleric   PREDOMAIN:1,Air,Sky
> PRERACE:1,Raptoran%   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE
>
> or
>
> SUBSTITUTIONLEVEL:1   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>
> I haven't tried adding a PRECLASS of some kind, as that might make it harder
to interpret any errors.
>> DS/DL
>>
>> On 3/8/2013 9:52 AM, rogerwllco wrote:
>>> In my conversion of D&D 3.5 to PCGen 6.0 I'm encountering several
>>> substitution classes that grant new spells at a certain levels or
>>> prohibit them at a certain level.
>>>
>>> For example the Raptoran Sorcerer from Races of the Wild gets 3 bonus
>>> spells known at racial substitution level 5.
>>>
>>> The converter throws a SEVERE error on this and according to the
>>> documentation it only works for CLASS lines, which is not what I need.
>>>
>>> Putting it on the SUBSTITUTIONCLASS line doesn't seem to help.
>>>
>>> Anyone has an idea if this can be implemented?
>>>
>>> Cheers,
>>>
>>> Adriaan Renting/RogerWilco
>>>
>>
>> [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]

#23263 From: "David R. Bender" <Papa.DRB@...>
Date: Sat Mar 9, 2013 4:35 pm
Subject: Re: Master bonus due to familiar
papa_drb
Send Email Send Email
 
*sigh* Do you want to know how much I really bloody *HATE* computers.

It is working now, with the 2013-03-08 auto-build download.

-- 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>
Word of the Day (gif) <https://dl.dropbox.com/u/38647997/Exhaustipated.gif>

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 3/7/2013 3:56 PM, David R. Bender wrote:
> Correct. The bonus is not appearing. It is however coded up as:
>
> MASTERBONUSRACE:Familiar (Compsognathus)    TYPE:Familiar
> BONUS:COMBAT|INITIATIVE|4    VFEAT:Alertness
>
> in file:
>
> @\data\d20ogl\paizo\pathfinder_rpg\core_rulebook\pfcr_companion_mods.lst
>
> Should I open a Jira? I *assume* code....
>
> -- 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>
> Word of the Day (gif)
> <https://dl.dropbox.com/u/38647997/Exhaustipated.gif>
>
> 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 3/7/2013 2:16 PM, Andrew wrote:
>> Hi,
>>
>> It should already be coded up as part of the Master bonus. Is the
>> bonus not appearing?
>>
>> On 2/27/2013 8:50 AM, David R. Bender wrote:
>>> I *have created a wizard, w**ith a Compsognathus**as a familiar.The
>>> familiar should grant a +4 initiative bonus, and it is coded up in the
>>> lst files that way. There used to be a temporary bonus**item called
>>> "familiar within reach" (or something like that) which forced the bonus
>>> to show up in the character sheet. How do I get the +4 initiative to
>>> show up now?**
>>> *
>>> *-- *
>>>
>>> -- 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>
>>> Word of the Day (gif)
>>> <https://dl.dropbox.com/u/38647997/Exhaustipated.gif>
>>>
>>> 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)
>>>
>>>
>>> ------------------------------------
>>>
>>> Yahoo! Groups Links
>>>
>>>
>>>
>>>
>>
>

#23264 From: "Bilal" <suitofwar@...>
Date: Mon Mar 11, 2013 5:47 am
Subject: Encumbrance Conditions
suitofwar
Send Email Send Email
 
Hey guys, new person, first post, hopefully I'm doing this in the right place
and the right way. I'm working on my first homebrew class, and I've come to a
point of some difficulty.

I want to make an ability that enhances the character's reflex score. Which is
simple enough. But, I want it to work only if the character's encumbrance is
load is light. Is this possible? I've searched for tags or examples, but I've
yet to find any.

Oh. And this is for srd35.

Thanks for your help. :D

#23265 From: Maredudd <maredudd@...>
Date: Mon Mar 11, 2013 9:54 am
Subject: Re: Encumbrance Conditions
maredudd800
Send Email Send Email
 
Hi Bilal,

You will use the prerequisite PREVAREQ:ENCUMBERANCE,0

Maredudd



On Mar 11, 2013, at 1:47 AM, "Bilal" <suitofwar@...> wrote:

> Hey guys, new person, first post, hopefully I'm doing this in the right place
and the right way. I'm working on my first homebrew class, and I've come to a
point of some difficulty.
>
> I want to make an ability that enhances the character's reflex score. Which is
simple enough. But, I want it to work only if the character's encumbrance is
load is light. Is this possible? I've searched for tags or examples, but I've
yet to find any.
>
> Oh. And this is for srd35.
>
> Thanks for your help. :D


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

#23266 From: Maredudd <maredudd@...>
Date: Mon Mar 11, 2013 10:00 am
Subject: Re: Encumbrance Conditions
maredudd800
Send Email Send Email
 
Try this in your ability.

BONUS:CHECKS|Reflex,x|PREVAREQ:ENCUMBERANCE,0

M

On Mar 11, 2013, at 5:54 AM, Maredudd <maredudd@...> wrote:

> Hi Bilal,
>
> You will use the prerequisite PREVAREQ:ENCUMBERANCE,0
>
> Maredudd
>
> On Mar 11, 2013, at 1:47 AM, "Bilal" <suitofwar@...> wrote:
>
> > Hey guys, new person, first post, hopefully I'm doing this in the right
place and the right way. I'm working on my first homebrew class, and I've come
to a point of some difficulty.
> >
> > I want to make an ability that enhances the character's reflex score. Which
is simple enough. But, I want it to work only if the character's encumbrance is
load is light. Is this possible? I've searched for tags or examples, but I've
yet to find any.
> >
> > Oh. And this is for srd35.
> >
> > Thanks for your help. :D
>
> [Non-text portions of this message have been removed]
>
>


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

#23267 From: Andrew <drew0500@...>
Date: Mon Mar 11, 2013 12:32 pm
Subject: Re: Encumbrance Conditions
Drew0500
Send Email Send Email
 
Hi,

Don't you mean:
BONUS:CHECKS|Reflex|x|PREVAREQ:ENCUMBRANCE,0

?

With x being the number of the bonus being granted.

Cheers,

On 3/11/2013 3:00 AM, Maredudd wrote:
> Try this in your ability.
>
> BONUS:CHECKS|Reflex,x|PREVAREQ:ENCUMBERANCE,0
>
> M
>
> On Mar 11, 2013, at 5:54 AM, Maredudd <maredudd@...> wrote:
>
>> Hi Bilal,
>>
>> You will use the prerequisite PREVAREQ:ENCUMBERANCE,0
>>
>> Maredudd
>>
>> On Mar 11, 2013, at 1:47 AM, "Bilal" <suitofwar@...> wrote:
>>
>>> Hey guys, new person, first post, hopefully I'm doing this in the right
place and the right way. I'm working on my first homebrew class, and I've come
to a point of some difficulty.
>>>
>>> I want to make an ability that enhances the character's reflex score. Which
is simple enough. But, I want it to work only if the character's encumbrance is
load is light. Is this possible? I've searched for tags or examples, but I've
yet to find any.
>>>
>>> Oh. And this is for srd35.
>>>
>>> Thanks for your help. :D
>> [Non-text portions of this message have been removed]
>>
>>
> [Non-text portions of this message have been removed]
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>


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


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

#23268 From: Maredudd <maredudd@...>
Date: Mon Mar 11, 2013 3:17 pm
Subject: Re: Encumbrance Conditions
maredudd800
Send Email Send Email
 
DOH!

Andrew is correct! :-)

That's what I get for posting just after waking up and before kick starting my
brain. I need to either triple check my early posts or wait till I'm really
awake. :-)

Maredudd

On Mar 11, 2013, at 8:32 AM, Andrew <drew0500@...> wrote:

> Hi,
>
> Don't you mean:
> BONUS:CHECKS|Reflex|x|PREVAREQ:ENCUMBRANCE,0
>
> ?
>
> With x being the number of the bonus being granted.
>
> Cheers,
>
> On 3/11/2013 3:00 AM, Maredudd wrote:
> > Try this in your ability.
> >
> > BONUS:CHECKS|Reflex,x|PREVAREQ:ENCUMBERANCE,0
> >
> > M
> >
> > On Mar 11, 2013, at 5:54 AM, Maredudd <maredudd@...> wrote:
> >
> >> Hi Bilal,
> >>
> >> You will use the prerequisite PREVAREQ:ENCUMBERANCE,0
> >>
> >> Maredudd
> >>
> >> On Mar 11, 2013, at 1:47 AM, "Bilal" <suitofwar@...> wrote:
> >>
> >>> Hey guys, new person, first post, hopefully I'm doing this in the right
place and the right way. I'm working on my first homebrew class, and I've come
to a point of some difficulty.
> >>>
> >>> I want to make an ability that enhances the character's reflex score.
Which is simple enough. But, I want it to work only if the character's
encumbrance is load is light. Is this possible? I've searched for tags or
examples, but I've yet to find any.
> >>>
> >>> Oh. And this is for srd35.
> >>>
> >>> Thanks for your help. :D
> >> [Non-text portions of this message have been removed]
> >>
> >>
> > [Non-text portions of this message have been removed]
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
> --
> Andrew Maitland (LegacyKing)
> Admin Silverback - PCGen Board of Directors
> Data 2nd, Docs Tamarin, OS Lemur
> Unique Title "Quick-Silverback Tracker Monkey"
> Unique Title "The Torturer of PCGen"
>
> [Non-text portions of this message have been removed]
>
>


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

#23269 From: Bilal Khawaja <suitofwar@...>
Date: Tue Mar 12, 2013 8:51 pm
Subject: Re: Encumbrance Conditions
suitofwar
Send Email Send Email
 
Haha, so simple, of course. Thank you guys so much. You've been a real help.

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

#23270 From: "rogerwllco" <g.a.renting@...>
Date: Wed Mar 13, 2013 1:11 am
Subject: Re: coding the Pious Templar
rogerwllco
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@...> wrote:
>
> Hi,
>
> KNOWNSPELLS should be a CLASS LINE, not aSUBCLASS LINE, if I remember
correctly. You'll need to test.
>

I'll try to test this, but it might be a couple of weeks.

> And if the class has no 0th level spells, I'd remove the LEVEL=0 entry.
>
> Why is the class a Subclass anyways?
>
Because you get to choose different spelllists depending on your alignment. Good
aligned characters get Paladin spells, Evil aligned characters get Blackguard
spells, Neutral characters can choose.

I don't think you can accomplish that with CHOOSE:SPELLLIST or CHOOSE:SPELLS

What I'm basically trying to accomplish in speudocode is something like:
CLASS ... 
CHOOSE:SPELLLIST|NUMCHOICES=1|[Paladin|!PREALIGN:LE,NE,CE],[Blackguard|!PREALIGN\
:LG,NG,CG]

The main reason I'm upgrading to 6.00 is in the hope that new mechanics have
been introduced that could make these class mechanics  work because in 5.14 I
couldn't make them work. This is how CMP coded it, but I don't think it ever
worked properly and neither does the Rainbow Servant. I know it should have
worked according to the 5.14 documentation but it didn't work when I tried using
it. That resulted in JIRA DOC-123.

Cheers,

Adriaan Renting.

> On 3/8/2013 6:23 AM, rogerwllco wrote:
> > I've now made it into:
> > SUBCLASS:Pious Templar - Paladin COST:0 !PREALIGN:LE,NE,CE
> > KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4
> > SPELLLIST:1|Paladin
> > Without any SUBCLASSLEVEL
> >
> > I haven't tested it yet though.
> >
> > I think you're right on LEVEL=0 Not doing anything.
> >
> > I know I've been struggling with this class and the Rainbow Servant in 2011,
when I couldn't make it work properly. See JIRA DOC-123 for example.
> > I don't think the Rainbow Servant can be made to work in PCGen at the
moment. It gets a new spelllist at level 10 of the PrC.
> >
> > I posted this because I'd like input from more experienced data monkeys on
how this should be done. There might be a much smarter solution than trying to
get the SUBCLASS thing to work.
> >
> > Cheers,
> >
> > Adriaan Renting/RogerWilco
> >
> > --- In PCGenListFileHelp@yahoogroups.com, Doug Limmer <adventure@> wrote:
> >> It seems odd that it's listing the LEVEL=n tags twice.  Try removing the
> >> duplicates, and see if it helps.  [Do Paladins and Blackguards get
> >> 0-level spells in 3.x?  I don't remember that.  I wouldn't think the
> >> LEVEL=0 would cause a problem with the converter, though.]
> >>
> >> DS/DL
> >>
> >> On 3/8/2013 7:14 AM, rogerwllco wrote:
> >>> I'm trying to convert the Pious Templar from Complete Divine to 6.0
> >>> and I run into a problem with how their spells are coded. Depending on
> >>> their alignment they either get Paladin spells or Blackguard spells.
> >>>
> >>> Currently it's coded with two subclasses:
> >>>
> >>> SUBCLASS:Pious Templar - Paladin COST:0 !PREALIGN:LE,NE,CE
> >>> SUBCLASSLEVEL:1
> >>>
KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=0|LEVEL=1|LEVEL=2|LEVE\
L=3|LEVEL=4
> >>> SPELLLIST:1|Paladin
> >>> SUBCLASS:Pious Templar - Blackguard COST:0 !PREALIGN:LG,NG,CG
> >>> SUBCLASSLEVEL:1
> >>>
KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=0|LEVEL=1|LEVEL=2|LEVE\
L=3|LEVEL=4
> >>> SPELLLIST:1|Blackguard
> >>>
> >>> The converter doesn't seem to like this. Anyone has an idea of an
> >>> alternative way to code this? I'm not sure if it worded in the past, i
> >>> know I've struggled with PrCs from CompDiv in the past.
> >>>
> >>> Cheers,
> >>>
> >>> Adriaan Renting/RogerWilco
> >>>
> >>>
> >>
> >> [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]
>

#23271 From: "rogerwllco" <g.a.renting@...>
Date: Wed Mar 13, 2013 8:11 am
Subject: Re: Substitution class levels and PROHIBITSPELLS/KNOWNSPELLS
rogerwllco
Send Email Send Email
 
Does that mean this can not be accomplished in a CLASS:x.MOD in any way? Can
this only be done by modifying the original class?

How would you support this in the rsrd if I wanted to add something like this
through homebrew? Or would I have to replace the rsrd Cleric to make something
like this work?

Cheers,

Adriaan Renting/RogerWilco

--- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@...> wrote:
>
> Hi,
>
> PROHIBITSPELL should be a Class Level line only, I don't think it's supported
on Sub or Substitution
> class level lines.
>
> You'll have to be creative to toggle when it is active though.
>
>
>
> On 3/8/2013 7:33 AM, rogerwllco wrote:
> > --- In PCGenListFileHelp@yahoogroups.com, Doug Limmer <adventure@> wrote:
> >> If they're specific spells known, a tag like
> >> SPELLKNOWN:CLASS|Sorcerer=1|Enlarge Person in an ability should work.
> >>
> > I tried
> > CLASS:Sorcerer.MOD
> > KNOWNSPELLS:Gust of Wind|Whispering Wind|Wind Wall|PRECLASS:1,Sorcerer=5
> >
> > but that didn't work.
> >
> > You suggestion showed me the way though, using SPELLKNOWN:CLASS instead of
KNOWNSPELLS does work. I didn't even have to make an ability for it, it works
directly on the SUBCLASSLEVEL line.
> >
> >> If they can be chosen from any sorcerer spell, a tag like
> >> BONUS:SPELLKNOWN|CLASS=Sorcerer;LEVEL=1|3 should work.
> >>
> >> I'm not sure what you mean by "prohibit them at a certain level". You
> >> can use the PROHIBITSPELL tag in a class level line, and it takes PRExxx
> >> tags, so you should be able to turn it off later if you need to.  That
> >> might be able to do what the substitution level calls for.
> >>
> > I've tried the following three constructs:
> > CLASS:Cleric.MOD   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE
> >
> > or
> >
> > SUBSTITUTIONCLASS:Raptoran Cleric   PREDOMAIN:1,Air,Sky
> > PRERACE:1,Raptoran%   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE
> >
> > or
> >
> > SUBSTITUTIONLEVEL:1   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE
> >
> > Cheers,
> >
> > Adriaan Renting/RogerWilco
> >
> > I haven't tried adding a PRECLASS of some kind, as that might make it harder
to interpret any errors.
> >> DS/DL
> >>
> >> On 3/8/2013 9:52 AM, rogerwllco wrote:
> >>> In my conversion of D&D 3.5 to PCGen 6.0 I'm encountering several
> >>> substitution classes that grant new spells at a certain levels or
> >>> prohibit them at a certain level.
> >>>
> >>> For example the Raptoran Sorcerer from Races of the Wild gets 3 bonus
> >>> spells known at racial substitution level 5.
> >>>
> >>> The converter throws a SEVERE error on this and according to the
> >>> documentation it only works for CLASS lines, which is not what I need.
> >>>
> >>> Putting it on the SUBSTITUTIONCLASS line doesn't seem to help.
> >>>
> >>> Anyone has an idea if this can be implemented?
> >>>
> >>> Cheers,
> >>>
> >>> Adriaan Renting/RogerWilco
> >>>
> >>
> >> [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]
>

#23272 From: "Ding" <ding50@...>
Date: Thu Mar 14, 2013 7:05 pm
Subject: Can you have MULT:NO with a CHOOSE?
ding50
Send Email Send Email
 
I'm converting some of my custom datasets for use with 6.00, and I'm getting
this message in the log when I load them:
Foo had MULT:NO but did have CHOOSE

As I understand it, if you have MULT:YES, you must have a CHOOSE, but there's
nothing that says you can't use a CHOOSE if you have MULT:NO.

Basically, this feat offers a bonus to a craft skill:
MULT:NO
CHOOSE:SKILL|TYPE=Craft
BONUS:SKILL|LIST|2

But it can only be taken once, so I don't want a MULT:YES. How do I get rid of
this message?

Thanks,
Jason

#23273 From: Andrew <drew0500@...>
Date: Thu Mar 14, 2013 7:15 pm
Subject: Re: Can you have MULT:NO with a CHOOSE?
Drew0500
Send Email Send Email
 
Hi,

MULT:YES

CHOOSE:NUMCHOICES=1|SKILL|TYPE=Craft

Cheers,

On 3/14/2013 12:05 PM, Ding wrote:
> I'm converting some of my custom datasets for use with 6.00, and I'm getting
this message in the log when I load them:
> Foo had MULT:NO but did have CHOOSE
>
> As I understand it, if you have MULT:YES, you must have a CHOOSE, but there's
nothing that says you can't use a CHOOSE if you have MULT:NO.
>
> Basically, this feat offers a bonus to a craft skill:
> MULT:NO
> CHOOSE:SKILL|TYPE=Craft
> BONUS:SKILL|LIST|2
>
> But it can only be taken once, so I don't want a MULT:YES. How do I get rid of
this message?
>
> Thanks,
> Jason
>
>
>
> ------------------------------------
>
> 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]

#23274 From: "Ding" <ding50@...>
Date: Thu Mar 14, 2013 8:55 pm
Subject: Re: Can you have MULT:NO with a CHOOSE?
ding50
Send Email Send Email
 
Thanks Drew. That seems to work perfectly.

With that being said, however, it might not be a bad idea to reference
CHOOSE:NUMCHOICES in the MULT section as the documentation implies that MULT:NO
with CHOOSE is acceptable.

Thanks,
Jason

--- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@...> wrote:
>
> Hi,
>
> MULT:YES
>
> CHOOSE:NUMCHOICES=1|SKILL|TYPE=Craft
>
> Cheers,

#23275 From: "Ding" <ding50@...>
Date: Thu Mar 14, 2013 9:38 pm
Subject: Re: Can you have MULT:NO with a CHOOSE?
ding50
Send Email Send Email
 
Ok, that worked for the feat I had trouble with, but now I'm running into a
different issue. I have a supernatural ability that is granted by a prestige
class:
Imbue Unarmed Strike
CATEGORY:Special Ability
TYPE:SpecialQuality.Supernatural
VISIBLE:YES
DESC:Your unarmed strike gains the %1 property.|%LIST
MULT:YES
CHOOSE:NUMCHOICES=1|STRING|Flaming|Frost|Ghost Touch|Shock|Thundering

I'm debating on whether it should be an attack rather than a quality, but
regardless, when I try to load the source, I get this error:

14:34:43.828 SEVERE Thread-7 pcgen.core.AbilityCategory doResolve Invalid use of
MULT:YES Ability Imbue Unarmed Strike where a target [parens] is required
14:34:43.829 SEVERE Thread-7 pcgen.core.AbilityCategory doResolve PLEASE TAKE
NOTE: If usage locations are reported, not all usages are necessary illegal (at
least one is)

So it appears that because there's a chooser in the ability, I have to specify
which choice when I add the ability? I'm simply using this on the level line of
the class:
5
ABILITY:Special Ability|AUTOMATIC|Imbue Unarmed Strike

Thanks,
Jason


--- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@...> wrote:
>
> Hi,
>
> MULT:YES
>
> CHOOSE:NUMCHOICES=1|SKILL|TYPE=Craft
>
> Cheers,

#23276 From: Andrew <drew0500@...>
Date: Thu Mar 14, 2013 9:47 pm
Subject: Re: Re: Substitution class levels and PROHIBITSPELLS/KNOWNSPELLS
Drew0500
Send Email Send Email
 
Hi,

Sorry, long week at work...

CLASS:Blah.MOD would work just fine. Like I said, it just can become a little
tricky. But still doable.

If you need an example I can help.

Cheers,
On 3/13/2013 1:11 AM, rogerwllco wrote:
> Does that mean this can not be accomplished in a CLASS:x.MOD in any way? Can
this only be done by modifying the original class?
>
> How would you support this in the rsrd if I wanted to add something like this
through homebrew? Or would I have to replace the rsrd Cleric to make something
like this work?
>
> Cheers,
>
> Adriaan Renting/RogerWilco
>
> --- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@...> wrote:
>> Hi,
>>
>> PROHIBITSPELL should be a Class Level line only, I don't think it's supported
on Sub or Substitution
>> class level lines.
>>
>> You'll have to be creative to toggle when it is active though.
>>
>>
>>
>> On 3/8/2013 7:33 AM, rogerwllco wrote:
>>> --- In PCGenListFileHelp@yahoogroups.com, Doug Limmer <adventure@> wrote:
>>>> If they're specific spells known, a tag like
>>>> SPELLKNOWN:CLASS|Sorcerer=1|Enlarge Person in an ability should work.
>>>>
>>> I tried
>>> CLASS:Sorcerer.MOD
>>> KNOWNSPELLS:Gust of Wind|Whispering Wind|Wind Wall|PRECLASS:1,Sorcerer=5
>>>
>>> but that didn't work.
>>>
>>> You suggestion showed me the way though, using SPELLKNOWN:CLASS instead of
KNOWNSPELLS does work. I didn't even have to make an ability for it, it works
directly on the SUBCLASSLEVEL line.
>>>
>>>> If they can be chosen from any sorcerer spell, a tag like
>>>> BONUS:SPELLKNOWN|CLASS=Sorcerer;LEVEL=1|3 should work.
>>>>
>>>> I'm not sure what you mean by "prohibit them at a certain level". You
>>>> can use the PROHIBITSPELL tag in a class level line, and it takes PRExxx
>>>> tags, so you should be able to turn it off later if you need to.  That
>>>> might be able to do what the substitution level calls for.
>>>>
>>> I've tried the following three constructs:
>>> CLASS:Cleric.MOD   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE
>>>
>>> or
>>>
>>> SUBSTITUTIONCLASS:Raptoran Cleric   PREDOMAIN:1,Air,Sky
>>> PRERACE:1,Raptoran%   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE
>>>
>>> or
>>>
>>> SUBSTITUTIONLEVEL:1   PROHIBITSPELL:ALIGNMENT.Good|PREDEITYALIGN:LE,NE,CE
>>>
>>> Cheers,
>>>
>>> Adriaan Renting/RogerWilco
>>>
>>> I haven't tried adding a PRECLASS of some kind, as that might make it harder
to interpret any errors.
>>>> DS/DL
>>>>
>>>> On 3/8/2013 9:52 AM, rogerwllco wrote:
>>>>> In my conversion of D&D 3.5 to PCGen 6.0 I'm encountering several
>>>>> substitution classes that grant new spells at a certain levels or
>>>>> prohibit them at a certain level.
>>>>>
>>>>> For example the Raptoran Sorcerer from Races of the Wild gets 3 bonus
>>>>> spells known at racial substitution level 5.
>>>>>
>>>>> The converter throws a SEVERE error on this and according to the
>>>>> documentation it only works for CLASS lines, which is not what I need.
>>>>>
>>>>> Putting it on the SUBSTITUTIONCLASS line doesn't seem to help.
>>>>>
>>>>> Anyone has an idea if this can be implemented?
>>>>>
>>>>> Cheers,
>>>>>
>>>>> Adriaan Renting/RogerWilco
>>>>>
>>>> [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]

#23277 From: Andrew <drew0500@...>
Date: Thu Mar 14, 2013 9:54 pm
Subject: Re: Re: Can you have MULT:NO with a CHOOSE?
Drew0500
Send Email Send Email
 
Hi,

Two issues:

1) CHOOSE:NUMCHOICES=x doesn't work with STRING
2) You need to preselect the Choice if directly granted since a chooser won't
pop up, instead you
need to use BONUS:ABILITYPOOL|x|1

In the ABILITYPOOL you'll want to have the Preselected on a PRExxx

Example:
Imbue Unarmed Strike Choice    CATEGORY:Internal    TYPE:YourAbilityPoolType
CHOOSE:STRING|Flaming|Frost|Ghost Touch|Shock|Thundering    ABILITY:Special
Ability|AUTOMATIC|Imbued
Unarmed Strike(Flaming)|PREABILITY:1,CATEGORY=Internal,Imbue unarmed Strike
Choice(Flaming)

Repeat for each type. As to the SpecialQuality vs. SpecialAttack, it affects an
opponent, I'd call
it an Attack myself.

Cheers,


On 3/14/2013 2:38 PM, Ding wrote:
> Ok, that worked for the feat I had trouble with, but now I'm running into a
different issue. I have a supernatural ability that is granted by a prestige
class:
> Imbue Unarmed Strike
> CATEGORY:Special Ability
> TYPE:SpecialQuality.Supernatural
> VISIBLE:YES
> DESC:Your unarmed strike gains the %1 property.|%LIST
> MULT:YES
> CHOOSE:NUMCHOICES=1|STRING|Flaming|Frost|Ghost Touch|Shock|Thundering
>
> I'm debating on whether it should be an attack rather than a quality, but
regardless, when I try to load the source, I get this error:
>
> 14:34:43.828 SEVERE Thread-7 pcgen.core.AbilityCategory doResolve Invalid use
of MULT:YES Ability Imbue Unarmed Strike where a target [parens] is required
> 14:34:43.829 SEVERE Thread-7 pcgen.core.AbilityCategory doResolve PLEASE TAKE
NOTE: If usage locations are reported, not all usages are necessary illegal (at
least one is)
>
> So it appears that because there's a chooser in the ability, I have to specify
which choice when I add the ability? I'm simply using this on the level line of
the class:
> 5
> ABILITY:Special Ability|AUTOMATIC|Imbue Unarmed Strike
>
> Thanks,
> Jason
>
>
> --- In PCGenListFileHelp@yahoogroups.com, Andrew <drew0500@...> wrote:
>> Hi,
>>
>> MULT:YES
>>
>> CHOOSE:NUMCHOICES=1|SKILL|TYPE=Craft
>>
>> Cheers,
>
> ------------------------------------
>
> 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]

#23278 From: Ricky <iainuki@...>
Date: Fri Mar 15, 2013 11:09 am
Subject: Re: Re: Substitution class levels and PROHIBITSPELLS/KNOWNSPELLS
iainuki
Send Email Send Email
 
Hi ,
I'm just a user like you, and i'am interested in your same problem wirh
PROHIBITSPELL. I found that there is already a jira submitted for this expansion
of validity:
Http://jira.pcgen.org/browse/NEWTAG-276

Regards

Inviato da Yahoo! Mail su Android



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

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