From: SourceForge.net <no...@so...> - 2005-10-11 02:22:47
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Feature Requests item #1039278, was opened at 2004-10-02 23:53 Message generated for change (Settings changed) made by eddyanthony You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1039278&group_id=25576 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Deleted Resolution: None Priority: 5 Submitted By: Paul W. King (kingpaul) Assigned to: Andrew McDougall (tir-gwaith) Summary: add a tag specifically for determining bonus stacking Initial Comment: Per http://groups.yahoo.com/group/PCGenListFileHelp/messa ge/7068 >>Armor is TYPE=Armor, Natural Armor is TYPE=NaturalArmor >> >> Two different TYPEs, like Foo and Foobar, if you >> wanted. That is how normal TYPEing of BONUS >> statements works. >> >> > >Except the program behaves differently based on > which one is used, justlike it does with NotRanged. > Which is why I was pointing it out. > >"Natural" in a weapon TYPE does the same thing in > regards to the OS.As does "Melee" and "Ranged" and > several others. For that matter,without "Weapon" an > item wouldn't show up in the weapon output block. > >TYPE does a lot more these days in PCGen than > determine stacking (Iknow you know that, but for any > new people out there). :p > Maybe it should be a FREQ to add a tag specifically for determining bonus stacking, rather than having it rolled into the TYPE, and not necessarily acting the same on all types. Something like STACK= REPLACE | STACK (like what is already described in the docs), or maybe something as simple as STACK= YES | NO. === Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- Comment By: SourceForge Robot (sf-robot) Date: 2005-10-10 22:20 Message: Logged In: YES user_id=1312539 This Tracker item was closed automatically by the system. It was previously set to a Pending status, and the original submitter did not respond within 14 days (the time period specified by the administrator of this Tracker). ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2005-09-26 07:27 Message: Logged In: YES user_id=252169 I think we delete this yeah, there's anotehr tracker dealing with TYPE= and TYPE. - K ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-10-11 06:19 Message: Logged In: YES user_id=277877 So, delete this tracker? ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2004-10-03 10:27 Message: Logged In: YES user_id=208239 Agreed. That is why I had us along a path of TYPE.<whatever> for reference, and TYPE=<whatever> for assigning... I know Eric doesn't like it, but I have noticed since we started going that way that the confusion has largely gone away. This is the first time in a long while that the confusion has come up. ---------------------------------------------------------------------- Comment By: Eddy Anthony (eddyanthony) Date: 2004-10-03 09:56 Message: Logged In: YES user_id=886893 I had followed this thread and I must say that there was some confusion about what type was under discusion, TYPEed bonuses or TYPEs in objects. TYPEs at the ned of bonuses control stacking, and do it with no problems. We don't want to fix something that isn't broken. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384722&aid=1039278&group_id=25576 |