From: SourceForge.net <no...@so...> - 2007-10-09 02:58:38
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Bugs item #1333760, was opened at 2005-10-21 15:17 Message generated for change (Comment added) made by jdempsey You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1333760&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: Feat Support Group: To be fixed For 5.14 Status: Open Resolution: None Priority: 5 Private: No Submitted By: Eddy Anthony (eddyanthony) Assigned to: Nobody/Anonymous (nobody) Summary: TEMPLATE not added from a FEAT when granted from an EQMOD Initial Comment: Working on MSRD Future Mecha I recently tried from an EQMOD to add a hidden Feat that would grant a template. I tried VFEAT:, ADD:FEAT and ADD:VFEAT. In all 3 cases the Feat was added (I made it all visible for testing), but the Template not. When I manually added the Feat on the Feats tab, it granted the Template without a problem. One of the Feats I tried: Large Mecha Slam Attack TYPE:MechaAbility VISIBLE:NO TEMPLATE:Slam Attack (Large Mecha) SOURCEPAGE:FutureMecha.rtf And the Template: Slam Attack (Large Mecha) VISIBLE:NO SOURCEPAGE:FutureMecha.rtf NATURALATTACKS:Mecha Slam Attack,Weapon.Natural.Melee.Bludgeoning,*1,1d8 And the EQMOD Slam Attack KEY:LRG_SLM_ATK TYPE:Transportation.Mecha COST:0 VISIBLE:NO SOURCEPAGE:FutureMecha.rtf ADD:FEAT(Large Mecha Slam Attack) For every one of those Large entries, there were also similar Huge, Gargantuan and Colossal sized entries. I was using 5.9.3 with Java 1.5.0_04 on WinXP though, I didn't test that with 5.8.0. Cheerio, Frank Kliewe PCGen Data Gibbon & OS Lemur ---------------------------------------------------------------------- >Comment By: James Dempsey (jdempsey) Date: 2007-10-09 12:58 Message: Logged In: YES user_id=558288 Originator: NO Further info from bug #1805229 - this problem is more general than originally reported. Summary: Abilities granted by tokens cannot grant Templates Initial Comment: Well, to clarify, when selected *from the UI*, it has nothing to do with the Nature as best I can tell. Looks to me like it will fail on all of: FEATAUTO: AUTO|FEAT: ABILITY: FEAT: VFEAT: Basically, any way of assigning an Ability/Feat short of selecting it in the UI will fail to apply templates. Some of that is by code reading (and untested), but that seems to be the problem. I can't find any evidence the issue has ever been reported or fixed. This is a bit of an ugly bug - I need someone with more experience in the Ability object to at least chime in before I go trying to change anything. There is infinite loop risk here if we're not careful. TP. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2007-05-03 00:53 Message: Logged In: YES user_id=252169 Originator: NO Hi Tom, I'm thinking it's safest to switch this to a 5.14 fix in that case, thoughts? ---------------------------------------------------------------------- Comment By: Tom Parker (thpr) Date: 2007-04-29 03:21 Message: Logged In: YES user_id=1037926 Originator: NO Need someone with more experience in how equipment works to look at this. It appears to me that the validation routines for Equipment constantly equip and unequip items in order to ensure the character is correct - it's repetitive, and results in the pick-boxes from ADD: being displayed at very inopportune moments (like when a character is being opened from a save file). FEAT and VFEAT do not exist in EqMod files, so those are not alternatives without SB approval to add them to 5.12. File Added: eqModAdd.patch ---------------------------------------------------------------------- Comment By: Tom Parker (thpr) Date: 2007-02-23 07:05 Message: Logged In: YES user_id=1037926 Originator: NO I will look, but generally triggering the adds is a different part of the code than what I will be changing. ---------------------------------------------------------------------- Comment By: Frank Kliewe (frank_kliewe) Date: 2007-02-23 02:40 Message: Logged In: YES user_id=1241568 Originator: NO This doesn't need a proposal from Data side, as it would take over the existing syntax, just make it available from equipment. The mentioned ADD:FEAT tag overhaul discussion died back in August, when we couldn't agree on the point whether the ADD:FEAT tag should be split into CHOOSE and a simple ADD or not, and I was too green back then to make a call on my own. :/ Currently Tom Parker is working on a standardization of the ADD tag. Tom, would it make sense to implement ADD:FEAT in Equipment, as required by this tracker, with your work? -- Frank ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2007-02-23 00:02 Message: Logged In: YES user_id=252169 Originator: NO Hey Frank, proposal still being worked on? - K ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2006-05-24 18:38 Message: Logged In: YES user_id=252169 Agreed, I'll remove this from the Roadmap but kee it as a bug since as the docs state, it should in theory work - K ---------------------------------------------------------------------- Comment By: Frank Kliewe (frank_kliewe) Date: 2006-05-24 08:00 Message: Logged In: YES user_id=1241568 According to the docs ADD:FEAT is a global tag, so that's what took this to being recorded as a bug. We have previously decided to make an overhaul of the ADD:FEAT tag part of the Data priority Freqs for the 5.12 cycle, and I could see this as being done with that work. There is no tracker yet as the discussion hasn't finished. Once a spec has come forward, I'll post a link to the tracker here. In the meantime I suggest to take this off the 5.10 roadmap. -- Frank ---------------------------------------------------------------------- Comment By: Aaron Divinsky (boomer70) Date: 2006-05-24 06:49 Message: Logged In: YES user_id=1249558 I have looked into this and to me it amounts to a FREQ. The Equipment processing code (and therefore the EQMOD code) does not seem to be set up to use ADD:FEAT(). In fact I am not sure how you would even want it to work. Everytime the item is equipped you have to select the feat or feats? I guess that could be useful if a little bizarre. The VFEAT code, which is the only code that seems to be equipment aware, doesn't apply templates (or anything else as far as I can see) to the character so the template won't get processed. All that being said I may be able to get it to work but I am afraid it may be beyond the scope of a 5.10.1 fix. Thoughts? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1333760&group_id=25576 |