From: SourceForge.net <no...@so...> - 2009-01-28 04:13:00
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Data Bugs item #2541998, was opened at 2009-01-27 22:09 Message generated for change (Comment added) made by eddyanthony You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=750091&aid=2541998&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: Equipment Mods List File Incorrect Information Group: For 5.16.0 >Status: Closed >Resolution: Fixed Priority: 6 Private: No Submitted By: Eddy Anthony (eddyanthony) Assigned to: Eddy Anthony (eddyanthony) Summary: [RSRD] Epic Magic Items cost is low by a factor of 10 Initial Comment: The RSRD says this about Epic Magic Items: Market Price Use the guidelines for nonepic magic items to determine the market price of an epic magic item, with one addition: If the item gives a bonus beyond the limit allowed in for normal, nonepic magic items, multiply the portion of the market price derived from that characteristic by 10. Some epic characteristics, such as caster level, don't trigger this multiplier. The tables following this show that items of +6 and beyond do follow the same progression as less powerful items but cost 10 times as much. Up to now this could not be implemented because the tags in the gameMode do not allow any room for adjusting. A solution to this has been enabled by the creation of new equipment variables (which work within the item): PLUSTOTAL - returns the number of pluses the item has by way of EQMODs which use the PLUS tag HEADPLUSTOTAL returns the number of pluses for just the weapon head the EQMOD is attached to (this is used for double weapons because it is possible to have two of the same EQMOD added to one item, the two heads of a double weapon). The PLUSCOST tags in the miscinfo.lst file will be commented out because they will no longer be needed. Instead the cost formula for enhancements will be added directly into the Enhancement EQMODs Armor will use: BONUS:ITEMCOST|TYPE=Armor|1000*PLUSTOTAL*PLUSTOTAL Shields will use: BONUS:ITEMCOST|TYPE=Shield|1000*PLUSTOTAL*PLUSTOTAL And Weapons/Ammunition will use: BONUS:ITEMCOST|TYPE=Ammunition|40*PLUSTOTAL*PLUSTOTAL BONUS:ITEMCOST|TYPE=Weapon|2000*HEADPLUSTOTAL*HEADPLUSTOTAL Epic EQMODs will use the same formulas but the multiplier will increase by a factor of 10. This also makes it possible to fix other data bugs involving enhancement costs such as Shuriken, which are weapons but are priced as if they were ammunition. This change will be made in the SRD and related gameModes as well for compatibility and consistency. ---------------------------------------------------------------------- >Comment By: Eddy Anthony (eddyanthony) Date: 2009-01-27 23:12 Message: SVN: http://pcgen.svn.sourceforge.net/viewvc/pcgen?view=rev&revision=9125 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=750091&aid=2541998&group_id=25576 |