From: SourceForge.net <no...@so...> - 2007-10-27 05:25:54
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Bugs item #1740281, was opened at 2007-06-20 04:32 Message generated for change (Comment added) made by hedrik You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1740281&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: Skill Support Group: To be fixed For 5.14 Status: Closed Resolution: Fixed Priority: 5 Private: No Submitted By: Martijn Verburg (karianna) Assigned to: James Dempsey (jdempsey) Summary: Race SKILLMULT interation with game mode SKILLMULTIPLIER Initial Comment: Java 1.5.0_11 PCGen 5.101, 5.10.2, 5.12RC3 Starting skill multiplier changed to x6 at 1st lvl; Bbn/fgt = 4+IntMod*6 Rgr/Pld = 6+IntMod*6 Brd/Mnk/Rog = 8+IntMod*6 Clr/Drd/Sor/Wiz = 10+IntMod*6 2nd lvl and up skill points = #+(IntMod*2) Bbn/fgt = 4+(IntMod*2) Rgr/Pld = 6+(IntMod*2) Brd/Mnk/Rog = 8+(IntMod*2) Clr/Drd/Sor/Wiz = 10+(IntMod*2) Humans drop 1 extra skill point per level All character stats set to 18 (+4 mod) Class line has 4,6,8, or 10 in the STARTSKILLPTS tag level 1 class line has: BONUS:SKILLPOOL|NUMBER|INT*6|PRELEVELMAX:1 level 2 class line has: BONUS:SKILLPOOL|NUMBER|INT 1st level I get this; Bbn/fgt = 56 8pts over, should be 48 - base 4 + Int Mod 4 (4+4)*6 Rgr/Pld = 64 4pts over, should be 60 - base 6 + Int Mod 4 (6+4)*6 Brd/Mnk/Rog = 72 Correct Clr/Drd/Sor/Wiz = 80 4pts under, should be 84 - Base 10 + Int Mod 4 (10+4)*6 2nd level I get this; Bbn/fgt = 68 Correct Rgr/Pld = 78 Correct Brd/Mnk/Rog = 88 Correct Clr/Drd/Sor/Wiz = 98 4pt over I've double checked for typo's and spaces a few dozen times, there's nothing in the debug console or the DOS window showing any errors. As an aside, forumla in the STARTSKILLPTS tag.. wonky results as well... Try dropping in STARTSKILLPTS:4+INT then change it to 6, 8, and 10... get some interesting results. W. Robert Reed III Mynex ---------------------------------------------------------------------- Comment By: Richard A. Mead (hedrik) Date: 2007-10-26 22:25 Message: Logged In: YES user_id=1019062 Originator: NO Sorry - I see you've got it fixed in 5.14 release. Is there a reason it could not make it into 5.13 (now at 5.13.1 alpha) - do you follow the Linux convention of odd numbers being development branches? ---------------------------------------------------------------------- Comment By: Richard A. Mead (hedrik) Date: 2007-10-26 22:21 Message: Logged In: YES user_id=1019062 Originator: NO Why is this closed? There is definitely a clear issue of not being able to set a racial skillmult higher than the game mode skillmultiplier - or rather, setting it higher results in the game mode value being used. Thus we get min(skillmult, skillmultiplier) when skillmult is defined. As far as I can tell, this is a bug. ---------------------------------------------------------------------- Comment By: James Dempsey (jdempsey) Date: 2007-07-03 03:49 Message: Logged In: YES user_id=558288 Originator: NO The racial SKILLMULT now only kicks in if it has been defined in the race, otherwise the game mode SKILLMULTIPLIER value is used. Fixed in trunk: http://svn.sourceforge.net/pcgen/?rev=3298&view=rev ---------------------------------------------------------------------- Comment By: James Dempsey (jdempsey) Date: 2007-06-22 17:24 Message: Logged In: YES user_id=558288 Originator: NO The issue is that the race SKILLMULT is defaulting to 4 when not specified and when calculating the skill points the code is taking the lower of the race's SKILLMULT and the game mode's SKILLMULTIPLIER. This needs to change so that the race's SKILLMULT is not set (maybe null) unless a SKILLMULT tag is encountered. Then it should always override the game mode SKILLMULTIPLIER for characters of that race. ---------------------------------------------------------------------- Comment By: James Dempsey (jdempsey) Date: 2007-06-22 04:41 Message: Logged In: YES user_id=558288 Originator: NO Posted to PCGen list in response to the original bug report. Hi Mynex, How do you have your game mode set up for this test case? Normally the rules you are modifying would be configured in the game mode rather than in each class. What I suspect you are seeing is the game mode and the class rules clashing. To take 35e mode for an example, the x4 multiplier at first level is defined in the miscinfo.lst by the following line. SKILLMULTIPLIER:4 This would mean x4 skill points for first level and x1 for every level thereafter. The bonus to skills from INT is then defined in the statsandchecks.lst file by the following entry on the INT line: BONUS:MODSKILLPOINTS|NUMBER|INT Could you check these and get back to us please? Lastly, the doco for STARTSKILLPOINTS notes that it takes a number rather than a formula. This would be why you are seeing odd results there. -- Cheers, James Dempsey PCGen Code SB ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1740281&group_id=25576 |