From: SourceForge.net <no...@so...> - 2009-02-09 11:05:06
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Bugs item #849432, was opened at 2003-11-26 04:49 Message generated for change (Settings changed) made by karianna You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=849432&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: Levelling Support Group: To be Fixed for 6.0 Status: Open Resolution: None Priority: 5 Private: No Submitted By: Martijn Verburg (karianna) Assigned to: Nobody/Anonymous (nobody) >Summary: Leveling Down does not work properly Initial Comment: RE:[TM] [pcgen] [Bug] Calculations do not take in all caster levels and removing prestige class does not remove hidden feats. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2007-02-23 15:23 Message: Logged In: YES user_id=252169 Originator: YES Looks like this is for post CDOM ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2007-02-22 12:48 Message: Logged In: YES user_id=252169 Originator: YES Hmm, Devon, do you think this is doable now that we're close to the end of 5.11.x? If not I'll shift this to the 6.0 Roadmap - K ---------------------------------------------------------------------- Comment By: Devon Jones (soulcatcher) Date: 2006-01-17 18:28 Message: Logged In: YES user_id=107647 This problem will be solved if we can ever get to implementing CDOM. This just happens to be a really hard problem. I think after the changes we make in 5.9.x, it should be more doable in the 5.11 series. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2006-01-17 13:40 Message: Logged In: YES user_id=252169 In addition, we should defintely add a warning message to the leveling down button explaining that it's not fully supported and that users need to manually adjust skill points and feats etc. - Karianna ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2006-01-17 13:39 Message: Logged In: YES user_id=252169 OK, here are my findings so far from levelling down a level 2 human fighter using the RSRD: 1.) It does not automatically remove the skills and feats you chose from the last level up, you have to manually remove those (this may be an acceptable work around in the mean time). It shows the total skill points as -3 and feats as -1 (which is 'correct'). I know this is part of a Feature Request (to introduce the concept of an encapsulated level) or at least it should be (I'll go looking for one) so I think this is 'OK' for the moment. GENUINE BUG ----------- When you manually remove the skill points, it brings the total skill points from -3 to 0 (correct) but then says that your level 1 still has 3/12 skill points to spend! (Incorrect). Again you can manually adjust this to 0 as a work around (but this is probably not acceptable and should be fixed). 2.) You are still left with enough experience to go back up a level (you'd have to manually remove some XP, probably OK work around). The rest (BAB, Saves, HP etc) all seem to be correct. I've emailled the Y! group for people to submit more of their findings. I will also try some more complicated scenarios shortly. Karianna ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2005-12-05 10:42 Message: Logged In: YES user_id=252169 Hey! I'm a QA Monkey - K ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2005-08-30 15:48 Message: Logged In: YES user_id=252169 This bug is related to bug 1080417 - K ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2005-03-10 15:24 Message: Logged In: YES user_id=252169 I guess this needs to be re-summarised, what is actually left to be done? Maybe a QA monkey can level down and see what's left to go... ---------------------------------------------------------------------- Comment By: Greg Bingleman (byngl) Date: 2005-01-22 04:34 Message: Logged In: YES user_id=328527 I've got it so that a feat can be removed even after a save and reload. Tir's Cleric/Fighter example removes the Turn Undead in both cases. As a side benefit, all the feats assigned in a chain (eg. Feat1 adds Feat2 adds Feat3, etc.) will also be removed. ---------------------------------------------------------------------- Comment By: Frugal (frugal) Date: 2004-11-29 11:53 Message: Logged In: YES user_id=4807 Okay, I have put a couple of fixes in for this problem: - Leveling down now correctly removes all auto known spells that are no longer valid. - Leveling down now removes feats and vfeats that are no long appropriate. HOWEVER!!! When you save your character all bets are off! There is nothing in the character file to associate the feat with the level it was given at. So when you reload your character there will be no connection between the feat and the level. There is no way that we can close this bug without creating a new PCG v3 file format... regards, Frugal ---------------------------------------------------------------------- Comment By: Frugal (frugal) Date: 2004-11-26 12:51 Message: Logged In: YES user_id=4807 Given that to do this properly will require not only a lot of code changes (that will be thrown away as soon as we start to move to a CDOM architechture), but it will also require a new PCG version if we are going to start tracking the allocation of skills per level rather than just per class. Can I suggest that for this release we popup a message the first time a user tries to level down a character that leveling down is not fuly supported and that they will manually need to change their skills and they might have some residual abilities. I am sure that we can fix the numebr of known spells, and I am fairly certain we can fix the hidden feats but I do not think that we can do skills. regards, Frugal ---------------------------------------------------------------------- Comment By: Frugal (frugal) Date: 2004-11-26 12:06 Message: Logged In: YES user_id=4807 I am adding in the comments from another bug as it is all todo with leveling down. The stats part is now fine. The Skills part is a problem because we do not track which level of a class gives ranks to a skill, just which classes give ranks to a skill. The number of skill points per level is fine. The known spells should be relatively easy, we just need to recalculate the number fo known spells on level down as well as level up. regards, Frugal [ 972697 ] [5.7.2]Level down: Skill points, auto spells, stat increase When I use level down, the following occures: Using the [-] button on the summary tab: Skill points are bad. If it was a stat adjustment level, the stat remains increased. I didn't check the spells yet. Using the [<] button on the class tab: Skill points are ok, but stat adjusment is also bad and auto spells (like paladin spells on level 4) remain in the spell book. Most of my tests was level 4 -> level 3 with paladin and wizard. ---------------------------------------------------------------------- Comment By: Frugal (frugal) Date: 2004-09-14 11:54 Message: Logged In: YES user_id=4807 Please note that this problem is more generic that just Feats, it will cause a problem with _any_ object given by a class that is added directly to the character rather then referenced by the class level. ---------------------------------------------------------------------- Comment By: Eric Beaudoin (ericbeaudoin) Date: 2004-09-10 01:41 Message: Logged In: YES user_id=324612 This is not a style issue. FEATAUTO (AUTO:FEAT and FEAT), and ADD:FEAT do not have the same role and cannot be used interchansibly. The ADD:* tags display a chooser, the AUTO:* do not. There were a few places in the .lst that ADD:* was used intead of the non-chooser version but that was done to work around limitations or bugs in PCGEN. ---------------------------------------------------------------------- Comment By: Michael Beaver (michaelbeaver) Date: 2004-09-09 17:34 Message: Logged In: YES user_id=23904 OK this seems like a style issue. We need to Identify which sets use ADD:FEAT vs. FEATAUTO and schedule them to be fixed and tested. ---------------------------------------------------------------------- Comment By: Frugal (frugal) Date: 2004-07-29 11:58 Message: Logged In: YES user_id=4807 Ah! I see the problem. If you use FEATAUTO then the feat is never added to the Character directly it is always retrieved from the appropriate class level. If you use ADD:FEAT then you are adding a feat to the character directly. The newly added feat has no way of knowing that it came from a class level, therefore there is no way of removing the feat when the class level is removed... What we need to do is either: - have a mechanism for associating every object (A) assigned to a character with the object (B) that assigned it. That way, when we remove object (B) we can look at every object in the PlayerCharacter and remove object (A) - or never add secondary objects directly to the PlayerCharacter. If a class level adds a feat then it should be stored inside the level object, not the character object... Warning: Here be Dragons!!! This will not be an easy change to do. ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2004-07-29 02:16 Message: Logged In: YES user_id=208239 Concrete example: Add Ftr1 Add Cleric 1. Remove Cleric 1. Note that the Feats number isn't back down, and that the Turning SA is still there (albeit with zeros since the BONUS statements evaluate to zero now). Remove Ftr 1. Note that the feats stuff has totally reset. So when all class levels are gone, everything is taken care of. Just not some of the times when doing partial leveling down. ---------------------------------------------------------------------- Comment By: Frugal (frugal) Date: 2004-07-26 14:54 Message: Logged In: YES user_id=4807 Created a Ftr1 character with RSRD. Added a level of Monk. AC went up due to hidden "Monk AC" feat added via FEATAUTO. Remoevd level of monk. AC went down again... Seems to work for me. Unless anyone can provide a concrete example this tracker should be closed as fixed. ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-05-31 11:26 Message: Logged In: YES user_id=277877 Is this still a valid tracker? Paul W. King OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-26 03:47 Message: Logged In: YES user_id=252169 OK, this is still a problem under RC3. ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2004-02-12 01:41 Message: Logged In: YES user_id=252169 We _almost_ have levelling down working perfectly, lets knock this over! ---------------------------------------------------------------------- Comment By: Thunder Denton (thunderdenton) Date: 2003-11-26 16:05 Message: Logged In: YES user_id=918226 I added a seperate issue for the calculations. This issue may take a few versions to get fixed and the other one is more important and worked at one time. This issue: Work arounds I use are: Unhide hidden feats to allow them to be removed. Edit the character pcg file to remove the feats. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=849432&group_id=25576 |