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From: SourceForge.net <no...@so...> - 2007-11-24 16:56:52
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Documentation Feature Requests item #1754262, was opened at 2007-07-15 02:52 Message generated for change (Comment added) made by amaitland You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=748235&aid=1754262&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: Documentation New Page/Section Group: For 5.14 >Status: Closed Resolution: Accepted Priority: 5 Private: No Submitted By: Martijn Verburg (karianna) >Assigned to: LegacyKing (amaitland) Summary: [Rules Implementation] Adding abilities via Skill points Initial Comment: This List File Class needs to be explained in the most generic of ways: ---------------------------------------------------- There is a mechanic that allows purchasing certain abilities usable once per encounter by spending to Skill Points on the ability, with limits to how many can be learned that follow different rules that normal skills. (Everyone understand my vanilla-style description?) This keeps getting asked. There are several variations to setting it up, but all forms are a bit complex. Can we come up with a lesson/explanation for how to set these up? ------------------------------------------------ Yep. I think a lesson (covering several different ways to implement it to demonstrate PCGen’s flexibility) would be a great idea. I’ve already posted how I did it, so whoever does the lesson may feel free to cop that for use in the lesson. Barak ---------------------------------------------------------------------- >Comment By: LegacyKing (amaitland) Date: 2007-11-24 08:25 Message: Logged In: YES user_id=1286039 Originator: NO Added the sample files in the dummy gamemode and my_dataset example.. svn 4585 & 4586 ---------------------------------------------------------------------- Comment By: LegacyKing (amaitland) Date: 2007-08-21 21:28 Message: Logged In: YES user_id=1286039 Originator: NO Ok, yeah... I was figuring this is just a 'How to' guide for this particular deal. I'll see what I can do to expand upon the existing tags (Sheesh there are a lot). ---------------------------------------------------------------------- Comment By: Maredudd (maredudd800) Date: 2007-08-21 10:15 Message: Logged In: YES user_id=1569765 Originator: NO Andrew, It looks like you have included the right tags and examples, but we nee to add more explanation to each entry. We try to incorporate enough explanatory text with each tag to help the student understand what each tag is used for, especially within the context of the class. When you get it done, submit it to Tir for review and then we can post it on the LSTFileClass group. Also, this is an example of a what I see as a 'rules implementation', as opposed to a LST File Class, which I will shortly be creating a section for. (You may have seen my post on experimental several weeks ago.) Don't let that stop you from your current effort though for if you get the finished class done before I get the new section added, I'll just move it over. :-) ---------------------------------------------------------------------- Comment By: LegacyKing (amaitland) Date: 2007-08-20 15:28 Message: Logged In: YES user_id=1286039 Originator: NO SVN 3830 ---------------------------------------------------------------------- Comment By: LegacyKing (amaitland) Date: 2007-08-18 03:55 Message: Logged In: YES user_id=1286039 Originator: NO Just to help out who ever does write this out: >From the Original Post outlining this method - It’s kinda involved, but here goes a basic example (newlines should be considered tabs): Miscinfo.lst file: ABILITYCATEGORY:ST CATEGORY:ST PLURAL:STs EDITABLE:YES EDITPOOL:NO FRACTIONALPOOL:NO POOL:STPool VISIBLE:YES Statsandchecks.lst file (added to the line defining intelligence stat): DEFINE:STMax|TL/2 Skills.lst file: ST Skill TYPE:NoStat VISIBLE:Display BONUS:ABILITYPOOL|ST|SKILL.ST Skill.RANK Ability.lst file (showing one ST specifically, adjust PRExxx to be appropriate... note the “!PREABILITY:1,CATEGORY=ST,Ac Ba”... this keeps the ability from showing up for choosing after you have already taken it. This is a temporary workaround as there is currently a bug with the ability object not respecting the default of MULT:NO): Ac Ba CATEGORY:ST TYPE:ST.Movement VISIBLE:YES !PREABILITY:1,CATEGORY=ST,Ac Ba PRESKILL:1,Tumble=12 PREVARLT:STCount,STMax DEFINE:STCount|0 DESC:<appropriate description> BONUS:VAR|STCount|1 Using this, you merely dump skill points into the ST Skill and then flip to the feats tab and the STs sub-tab and choose the ones you want. Hope that helps. Barak & Glad you found it somewhat helpful. Sorry about the confusion. Usually by the time someone tries something this complex they’re a bit more familiar with the program. :p Miscinfo.lst and statsandchecks.lst are gamemode files. They do not get referenced in the .pcc file directly. There are entries about them in the docs if you want to read up on them. Anyway, to make a long story somewhat shorter, what you want to do is go to the “pcgen/system/gamemodes/35e” directory, open the miscinfo.lst file there and add the information I gave you in the post (right below the Salient Divine Abilities entry would work :p). Then open up the statasandchecks.lst file and add the VAR definition as I described before. To call the ability file it’s (as you guessed) “ABILITY:ability.lst” in the .pcc file. Basically pretend that an ability.lst is a feat file as far as what tags you can use in it and you’ll be ok (fair warning though, there may be exceptions to that rule of thumb). Barak --- Andrew P.S. If nobody picks this up in about a week, I'll do a write up and get this done. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=748235&aid=1754262&group_id=25576 |