From: <mar...@us...> - 2012-11-06 04:45:56
|
Revision: 18170 http://pcgen.svn.sourceforge.net/pcgen/?rev=18170&view=rev Author: maredudd800 Date: 2012-11-06 04:45:48 +0000 (Tue, 06 Nov 2012) Log Message: ----------- Companions, Domains, Feats and abilities, Skills, Spells, and Temp Bonus Tab docs complete. Issue#: DOCS-193 Modified Paths: -------------- Trunk/pcgen/docs/tabpages/tabcompanions.html Trunk/pcgen/docs/tabpages/tabdomains.html Trunk/pcgen/docs/tabpages/tabfeatsandabilities.html Trunk/pcgen/docs/tabpages/tabsectionheading.html Trunk/pcgen/docs/tabpages/tabskills.html Trunk/pcgen/docs/tabpages/tabspells.html Trunk/pcgen/docs/tabpages/tabtemporarybonuses.html Added Paths: ----------- Trunk/pcgen/docs/images/toolbar/Close16.gif Trunk/pcgen/docs/images/toolbar/Export16.gif Trunk/pcgen/docs/images/toolbar/New16.gif Trunk/pcgen/docs/images/toolbar/Open16.gif Trunk/pcgen/docs/images/toolbar/Preferences16.gif Trunk/pcgen/docs/images/toolbar/Print16.gif Trunk/pcgen/docs/images/toolbar/Save16.gif Added: Trunk/pcgen/docs/images/toolbar/Close16.gif =================================================================== (Binary files differ) Property changes on: Trunk/pcgen/docs/images/toolbar/Close16.gif ___________________________________________________________________ Added: svn:mime-type + application/octet-stream Added: Trunk/pcgen/docs/images/toolbar/Export16.gif =================================================================== (Binary files differ) Property changes on: Trunk/pcgen/docs/images/toolbar/Export16.gif ___________________________________________________________________ Added: svn:mime-type + application/octet-stream Added: Trunk/pcgen/docs/images/toolbar/New16.gif =================================================================== (Binary files differ) Property changes on: Trunk/pcgen/docs/images/toolbar/New16.gif ___________________________________________________________________ Added: svn:mime-type + application/octet-stream Added: Trunk/pcgen/docs/images/toolbar/Open16.gif =================================================================== (Binary files differ) Property changes on: Trunk/pcgen/docs/images/toolbar/Open16.gif ___________________________________________________________________ Added: svn:mime-type + application/octet-stream Added: Trunk/pcgen/docs/images/toolbar/Preferences16.gif =================================================================== (Binary files differ) Property changes on: Trunk/pcgen/docs/images/toolbar/Preferences16.gif ___________________________________________________________________ Added: svn:mime-type + application/octet-stream Added: Trunk/pcgen/docs/images/toolbar/Print16.gif =================================================================== (Binary files differ) Property changes on: Trunk/pcgen/docs/images/toolbar/Print16.gif ___________________________________________________________________ Added: svn:mime-type + application/octet-stream Added: Trunk/pcgen/docs/images/toolbar/Save16.gif =================================================================== (Binary files differ) Property changes on: Trunk/pcgen/docs/images/toolbar/Save16.gif ___________________________________________________________________ Added: svn:mime-type + application/octet-stream Modified: Trunk/pcgen/docs/tabpages/tabcompanions.html =================================================================== --- Trunk/pcgen/docs/tabpages/tabcompanions.html 2012-11-05 22:59:28 UTC (rev 18169) +++ Trunk/pcgen/docs/tabpages/tabcompanions.html 2012-11-06 04:45:48 UTC (rev 18170) @@ -17,28 +17,27 @@ --> <head> <title>Companions Tab</title> - <link rel="stylesheet" type="text/css" href="../../../pcgen.css"> + <link rel="stylesheet" type="text/css" href="../pcgen.css"> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> </head> <body> <h1>Companions Tab</h1> - <p class="center"><img src="../images/tabs/companionstab/tab_companions_00.png" alt="Companions Tab" /></p> - <p>This tab allows animal companions, familiars, followers and mounts, including special mounts, to be created, added, modified and deleted from the character. For animal companions, familiars, and special mounts to show up, your character has to be of a class that allows those companions (e.g. Druid, Wizard, or Paladin respectively).</p> + <p class="center"><img src="../images/tabs/companionstab/tab_companions_00.png" alt="Companions Tab" /></p> + <p>To create a companion you click on the <strong>Create New</strong> button, in the left-hand pane, next to the type of companion you would like to add to your character.</p> <p class="center"><img src="../images/tabs/companionstab/tab_companions_01_select.png" alt="Companion Race Selection"></p> - <p>A dialog will pop up asking you to select the race of your new companion.</p> + <p>A dialog will pop up asking you to select the race of your new companion. You will then be asked for the save location + of the companion's PCGen file. </p> - <p>You will then be asked for the save location of the resources PCGen file. </p> - <p class="center"><img src="../images/tabs/companionstab/tab_companions_02_levels.png" alt="Companion Level Info"></p> <p>PCGen will then prompt you for hit points for its monster levels (if applicable).</p> @@ -49,9 +48,12 @@ <p class="center"><img src="../images/tabs/companionstab/tab_companions_04_companion.png" alt="Companion File"></p> - <p>You can then save that new resource and go back the resource tab on the original character. - You should then see the new resource added under the resource type in the right hand frame.</p> + <p>You can then save that new companion and go back the companion tab on the original character. You should then see the + new companion added under the companion type in the left pane and a summary of the companion's character sheet in the + right pane.</p> + <p>To remove a companion you will click on the <strong>Remove</strong> button next to the companion that you wish to remove.</p> + <hr> <p> Modified: Trunk/pcgen/docs/tabpages/tabdomains.html =================================================================== --- Trunk/pcgen/docs/tabpages/tabdomains.html 2012-11-05 22:59:28 UTC (rev 18169) +++ Trunk/pcgen/docs/tabpages/tabdomains.html 2012-11-06 04:45:48 UTC (rev 18170) @@ -17,18 +17,18 @@ --> <head> <title>Domains Tab</title> - <link rel="stylesheet" type="text/css" href="../../pcgen.css"> + <link rel="stylesheet" type="text/css" href="../pcgen.css"> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> </head> <body> <h1>Domains Tab</h1> - <p class="center"><img src="../images/tabs/domainstab/tab_domains_01.png" alt="Main Tab: Domains" /></p> - <p>The <strong>Domains</strong> tab is where you select a <strong>Deity</strong> for your character. PC's that have domains as a Class feature, Clerics as an example, will select their domains on this tab.</p> + <p class="center"><img src="../images/tabs/domainstab/tab_domains_01.png" alt="Main Tab: Domains" /></p> + <p>The upper-left pane contains the list of available deities. Clicking on one that the PC is qualified for and then clicking on the <strong>Select</strong> button to select it. Once a deity is chosen the upper-right pane will be populated with the domains available from the selected deity. The number of domains the Modified: Trunk/pcgen/docs/tabpages/tabfeatsandabilities.html =================================================================== --- Trunk/pcgen/docs/tabpages/tabfeatsandabilities.html 2012-11-05 22:59:28 UTC (rev 18169) +++ Trunk/pcgen/docs/tabpages/tabfeatsandabilities.html 2012-11-06 04:45:48 UTC (rev 18170) @@ -24,41 +24,37 @@ <body> <h1>Feats and Abilities Tab</h1> - <p>This is the <strong>Feats and Abilities</strong> tab. Here the user will choose which feats and other abilities, - loaded from the sources, to add to the character.</p> + <p>This is the <strong>Feats and Abilities</strong> tab. Here the user will choose which feats and + abilities, to add to the character.</p> <p class="center"><img src="../images/tabs/featandabilitiestab/tab_featsandabilities_00_feats.png" alt="Main Tab: Feats" /></p> - <p>The <strong>Feats and abilities</strong> tab has a number of additional subtabs, starting with the - <strong>Feats</strong> subtab. These subtabs, for other categories of abilities will depend on the - data sets loaded. Examples of some subtabs you will see in PCGen's current distributed data sets - include <strong>Racial Abilities</strong>, <strong>Racial Traits</strong>, <strong>Class Abilities</strong>, - and many more.</p> + <p>The <strong>Feats and Abilities</strong> tab has a number of additional subtabs, starting with the <strong>Feats</strong> + subtab. These subtabs, each representing a different category of abilities, will depend on the data sets loaded. + Examples of some other categories of abilities you will see in PCGen's distributed data sets include <strong>Racial + Abilities</strong>, <strong>Racial Traits</strong>, <strong>Class Abilities</strong>, and many more, and all panes + have the same four panes.</p> + + <p>Next to the word "Available" is a selection box that lets the user pick which "view" to use. + It is this view, which will be used to determine the structure of the table below it. The same is true for the + "Selected" feats, which list the feats already selected for the PC.</p> + + <p>By default the feats and abilities for the PC selected as optional feats and abilities are will show in black text + in the table. Feats and abilities gained <strong>automatically</strong> (due to a race or class ability or trait) + are displayed in dark-yellow text. Feats and abilities gained <strong>virtually</strong> (typically this means + there's some restriction on them) are displayed in magenta text. <strong>Virtual</strong> or <strong>Automatic</strong> + feats and abilities cannot be removed. Nor can the selections of <strong>Virtual</strong> or <strong>Automatic</strong> + feats and abilities be changed.</p> - <p>The number in the upper-left contains the list of Feats (or Abilities) to be chosen.</p> + <p>To add a feat or ability to your character you click on it and then you click on the <strong>Add Selected ></strong> + button. You can also add an the desired item by double-clicking on it. Similarly, to remove a feat or ability, or to + alter the internal selections of feats and abilities with such options, e.g. <strong>Weapon Focus (Longsword)</strong>, + you double-clicking on it in the right pane. You can also select it in the right pane and then clicking on the + <strong>< Remove Selected</strong> beneath the pane. As elsewhere in PCGen anything that is not qualified for is + in red italics.</p> - <p>Next to the word "Available" is a selection box that lets the user pick - which "view" to use. It is this view, which will be used to determine - the structure of the table below it. The same is true for the - "Selected" feats, which list the feats already selected for the PC.</p> - - <p>By default the feats for the PC'selected as optional feats are in black text in - the Selected table. Feats and Abilities gained <strong>automatically</strong> (due to a race or class - property) are displayed in dark-yellow text. Feats and Abilities gained <strong>virtually</strong> - (typically this means there's some restriction on them) are displayed in - magenta text. Virtual or Automatic Feats and Abilities cannot be removed or changed the - selections of <strong>Virtual</strong> or <strong>Futomatic Feats and Abilities</strong>. By clicking on the <strong>Filter - icons</strong> in the toolbar (the icons with the magnifying glass.)</p> - - <p>To add an item, double-clicking on it, right clicking on it or clicking on it and - the on the right-arrow button. Similarly to <strong>remove feats</strong>, or alter the - selections of optional feats which have choices, by double-clicking on it in - the "Selected" table, or by right-clicking on it there, or by - selecting it and then clicking on the left-arrow button above the table. As - elsewhere in PCGen anything that is not qualified for is in red italics.</p> - - <p>The info-pane in the bottom-left will provide details about any feat clicked upon - - including any pre-requisites and its source.</p> + <p>The info-pane in the bottom-right pane will display details about any feat clicked upon, including any prerequisites + and its source.</p> <hr> Modified: Trunk/pcgen/docs/tabpages/tabsectionheading.html =================================================================== --- Trunk/pcgen/docs/tabpages/tabsectionheading.html 2012-11-05 22:59:28 UTC (rev 18169) +++ Trunk/pcgen/docs/tabpages/tabsectionheading.html 2012-11-06 04:45:48 UTC (rev 18170) @@ -59,6 +59,10 @@ displaying all the possible columns the list can display with a check mark beside each item currently enabled. Selecting any item will change it's state from either being displayed or hidden.</p> + <p>Most tabs display lists of items, be they equipment, feats, classes, templates, etc., many of which the character + being worked will not <strong>Qualify</strong> for. This generally is caused by the presence of a prerequisite + that the character does not meet. These items will appear in red text.</p> + <hr> <p> Modified: Trunk/pcgen/docs/tabpages/tabskills.html =================================================================== --- Trunk/pcgen/docs/tabpages/tabskills.html 2012-11-05 22:59:28 UTC (rev 18169) +++ Trunk/pcgen/docs/tabpages/tabskills.html 2012-11-06 04:45:48 UTC (rev 18170) @@ -23,26 +23,26 @@ <body> <h1>Skills Tab</h1> + <p>This is the <strong>Skill</strong> tab where the user selects what skills from the list of + skills loaded from the sources that were chosen when first starting PCGen.</p> + <p class="center"><img src="../images/tabs/skillstab/tab_skills_00.png" alt="Main Tab: Skills" /></p> - <p>This is the <strong>Skill</strong> tab where the user selects what skills from the list of - skills loaded from the sources that were chosen when first starting PCGen.</p> + <p>The table in the top left displays the name of the Skill, the total skill bonus, the skill modifier, + the ranks taken by the character, and whether the skill is a class skill or not.</p> - <p>The table in the top left displays the name of the Skill, the cost in skill points - to choose the Skill, and the source material that the Skill was loaded from.</p> - <p>The table at the top right displays all the skills along with useful bits of information about them such - as:</p> - - <ul> - <li><strong>Skill</strong></li> - <li>The current <strong>Modifier</strong></li> - <li><strong>Rank</strong></li> - <li><strong>Total Rank</strong></li> - <li><strong>Cost</strong></li> - <li><strong>Order</strong></li> - </ul> - + as: + <ul> + <li><strong>Skill</strong></li> + <li><strong>Key Ability</strong></li> + <li><strong>Total Skill Bonus</strong></li> + <li><strong>Ability Modifier</strong></li> + <li><strong>Ranks</strong></li> + <li><strong>Miscelaneous Modifiers</strong></li> + </ul> + </p> + <p>A <strong>Cost</strong> of 0 means that you cannot purchase this skill unless in the <strong>Options</strong> tab a non-zero cost to these exclusive skills (usually the value is 4 or higher) were assigned.</p> Modified: Trunk/pcgen/docs/tabpages/tabspells.html =================================================================== --- Trunk/pcgen/docs/tabpages/tabspells.html 2012-11-05 22:59:28 UTC (rev 18169) +++ Trunk/pcgen/docs/tabpages/tabspells.html 2012-11-06 04:45:48 UTC (rev 18170) @@ -17,17 +17,19 @@ --> <head> <title>Spells Tab</title> - <link rel="stylesheet" type="text/css" href="../../pcgen.css"> + <link rel="stylesheet" type="text/css" href="../pcgen.css"> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> </head> <body> - <h1>Spells Tabs</h1> + <h1>Spells Tab</h1> + <p>The <strong>Spells</strong> tab is where a spellcasting character can select spells.</p> + + <p class="center"><img src="../images/tabs/spellstab/tab_spells_00_known.png" alt="Sub-Tab: Known Spells" /></p> + <p>The Spells Tab is divided into three sub-tabs: Known Spells, Prepared Spells and Spell Books.</p> - <p class="center"><img src="../images/tabs/spellstab/tab_spells_00_known.png" alt="Sub-Tab: Known Spells" /></p> - <p>The Known Spells sub-tab is used to add spells to the PC's Known Spells lists.</p> <p>The upper left frame is where you can select which <strong>Class</strong>, and <strong>Level </strong>you wish to be displayed in Modified: Trunk/pcgen/docs/tabpages/tabtemporarybonuses.html =================================================================== --- Trunk/pcgen/docs/tabpages/tabtemporarybonuses.html 2012-11-05 22:59:28 UTC (rev 18169) +++ Trunk/pcgen/docs/tabpages/tabtemporarybonuses.html 2012-11-06 04:45:48 UTC (rev 18170) @@ -25,27 +25,26 @@ <body> <h1>Temporary Bonus Tab</h1> + <p>The Temporary Bonus Tab is used to apply conditional bonuses to your character such as Spell effects, bonuses due + to Rage, having a familiar within 5 feet of your character and more. Normally PCGen will only apply absolute + bonuses to your character, for example if you you equip your character with a Belt of Giant Strength he gets a + bonus to his strength score because wearing the belt is the only condition that needs to be met. If however your + character is of a class that gets a +2 to Hide but only when he's in a forest environment then PCGen will not + apply the bonus to the Skill on the character sheet although there may be an entry in a Special Ability noting + this bonus. This is where the Temporary Bonus Tab comes into play, these conditional bonuses can be applied and + removed from characters as needed and the bonuses will then show up on the character sheets. You could then for + example apply the Rage bonuses and print out a second character sheet with these bonuses applied saving you the + time of manually adding these in.</p> + <p class="center"><img src="../images/tabs/tempbonustab/tab_tempbonus_00.png" alt="Temporary Bonus Tab" /></p> - <p>The Temporary Bonus Tab is used to apply conditional bonuses to your character such as Spell effects, - bonuses due to Rage, having a familiar within 5 feet of your character and more. Normally PCGen will only apply - absolute bonuses to your character, for example if you you equip your character with a Belt of Giant Strength he - gets a bonus to his strength score because wearing the belt is the only condition that needs to be met. If - however your character is of a class that gets a +2 to Hide but only when he's in a forest environment then PCGen - will not apply the bonus to the Skill on the character sheet although there may be an entry in Special Abilities - noting this bonus. This is where the Temporary Bonus Tab comes into play, these conditional bonuses can be - applied and removed from characters as needed and the bonuses will then show up on the character sheets. You could - then for example apply the Rage bonuses and print out a second character sheet with these bonuses applied saving - you the time of manually adding these in.</p> - - <p class="center"><img src="../images/tabs/tempbonustab/tab_tempbonus_00_upperleftpane.png" alt="Available Temporary Bonuses" /></p> + <p>The panel on the top left displays all the conditional bonuses available to the character while the panel on the + top right displays the conditional bonuses currently applied to the active character.</p> - <p>The panel on the top left displays all the conditional bonuses available to the character.</p> - <p class="center"><img src="../images/tabs/tempbonustab/tab_tempbonus_02_applying.png" alt="Applying a Temporary Bonus Target" /></p> - <p>To apply one of these select the bonus and then press the <strong>Apply Bonus ></strong> button. If the target of - the bonus is the PC, the bonus will title will appear in the right pane. If the bonus the target applies to a + <p>To apply one of the conditional bonuses, select the bonus and then press the <strong>Apply Bonus ></strong> button. + If the target of the bonus is the PC, the bonus title will appear in the right pane. If the bonus the target applies to a piece of gear carried by the character, e.g. a weapon or piece of armor, the target selection dialog will appear.</p> <p class="center"><img src="../images/tabs/tempbonustab/tab_tempbonus_02_target.png" alt="Temporary Bonus Target" /></p> @@ -57,52 +56,56 @@ <p class="center"><img src="../images/tabs/tempbonustab/tab_tempbonus_02_applied.png" alt="Temporary Bonus Applied" /></p> - <p>Removing the bonus from the target is as simple as selecting the bouns in the right-hand pane and clicking the - <strong>< Remove Bonus</strong> buttong.</p> + <p>Removing the bonus from the target is as simple as selecting the bonus in the right-hand pane and clicking the + <strong>< Remove Bonus</strong> button.</p> +<hr> + <h4>How to Code Temporary Bonuses.</h4> + <p>A conditional bonus can be added to a Feat, Spell, Item, Class or Template by including a BONUS tag with a PREAPPLY tag + appended. Any bonus with a PREAPPLY tag on it will show up in (and only in) the <strong>Temporary Bonus</strong> tab. + See the tag dictionary entry on <a href="../listfilepages/globalfilestagpages/globalfilesprexxx.html#PREAPPLY">PREAPPLY</a> + for details on how to use this tag. Also see the tag <a href="../listfilepages/globalfilestagpages/globalfilesother.html#TEMPDESC">TEMPDESC</a> + which provides a description of the bonus and the circumstances needed for it to be valid.</p> - <p>A conditional bonus can be added to a Feat, Spell, Item, Class or Template by appending the BONUS statement - with a PREAPPLY statement. Any bonus with a PREAPPLY tag on it will show up in (and only in) the Temporary Bonus Sub-Tab. - <a href="../../../listfilepages/globalfilestagpages/globalfilesprexxx.html#PREAPPLY">See the entry on PREAPPLY</a> - for details on how to use this tag. Also see the tag - <a href="../../../listfilepages/globalfilestagpages/globalfilesother.html#TEMPDESC">TEMPDESC</a> - which provides a description of the bonus and the circumstances needed for it to be valid.</p> - <p>An example of what is required to get this tab to work is:</p> - <p>The Rapid Shot feat in srdfeats.lst would be modified to:<br /> - BONUS:WEAPON|TOHIT|-2|PREAPPLY:Weapon,Ranged<br /> - BONUS:WEAPON|ATTACKS|1|PREAPPLY:Weapon,Ranged</p> + <p>The Rapid Shot feat in <span class="lstfile">srdfeats.lst</span> would be modified to:</p> + <p class="indent2"><code>BONUS:WEAPON|TOHIT|-2|PREAPPLY:Weapon,Ranged</code></p> + <p class="indent2"><code>BONUS:WEAPON|ATTACKS|1|PREAPPLY:Weapon,Ranged</code></p> <p>Rapid Shot would then appear in this tab as an available option.</p> <p>A BONUS in a Spell, Feat or Template with a PREAPPLY:ANYPC tag will always show up in the Spell, Feat or Template - lists of the Temporary Bonus Sub-Tab. This accounts for spells that can be cast on a character and Feats and Templates - that can be used to hold a conditional bonus any character can apply without having the Feat or Template. - This allows for several things:</p> + lists of the Temporary Bonus Sub-Tab. This accounts for spells that can be cast on a character and Feats and Templates + that can be used to hold a conditional bonus any character can apply without having the Feat or Template. This allows + for several things: + <ol> + <li>You can apply bonuses from spells 'cast on' your character</li> + <li>You can create templates or feats that do not have to be obtained, but your character can still gain the bonuses.</li> + </ol> + </p> - <p>1) You can apply bonuses from spells 'cast on' your character<br> - 2) You can create templates or feats that do not have to be obtained, but your character can still gain the bonuses. </p> - <p>You can use #2 as a Hidden feat or template that is used to "store" the bonuses for something else. Here is an example template:</p> - <p> Alter Self (Troglodyte)<br> - REMOVABLE:YES VISIBLE:NO<br> - BONUS:COMBAT|AC|6|TYPE=NaturalArmor|PREAPPLY:ANYPC<br> - TEMPDESC:Alter Self spell applied to a Medium sized creature to transform into a Troglodyte</p> + <p class="indent2"><code>Alter Self (Troglodyte)</code></p> + <p class="indent2"><code>REMOVABLE:YES VISIBLE:NO</code></p> + <p class="indent2"><code>BONUS:COMBAT|AC|6|TYPE=NaturalArmor|PREAPPLY:ANYPC</code></p> + <p class="indent2"><code>TEMPDESC:Alter Self spell applied to a Medium sized creature to transform into a Troglodyte</code></p> - <p>You do not have to apply this template to a PC, I can just add it as a Bonus on the Temporary Bonus Sub-Tab. </p> + <p>You do not have to apply this template to a PC, I can just add it as a Bonus on the <strong>Temporary Bonus</strong> tab. </p> +<hr> + <h4>Coding variable bonuses.</h4> <p>Some Spells, like Bull's Strength for example, provide a variable bonus based on a die roll (1d4+1). - These spells can be coded to accept user input by adding a choose tag. Take Bull's Strength as an example.</p> + These spells can be coded to accept user input by adding a choose tag. Take Bull's Strength as an example.</p> - <p>The Bull's Strength spell in srdspells.lst would be modified to:<br /> - BONUS:STAT|STR|%CHOICE|PREAPPLY:ANYPC|TYPE=Enhancement<br /> - CHOOSE:NUMBER|MIN=2|MAX=5|TITLE=Roll 1d4+1</p> + <p>The Bull's Strength spell in <span class="lstfile">srdspells.lst</span> would be modified to:</p> + <p class="indent2"><code>BONUS:STAT|STR|%CHOICE|PREAPPLY:ANYPC|TYPE=Enhancement</code></p> + <p class="indent2"><code>CHOOSE:NUMBER|MIN=2|MAX=5|TITLE=Roll 1d4+1</code></p> <p>When Bull's Strength is applied to the character a chooser window will pop up titled 'Roll 1d4+1' which asks for a number between 2 and 5.</p> @@ -110,27 +113,25 @@ <p>Spells that grant bonuses dependent on the spellcasters level can be treated in a similar manner. For this example we will use Greater Magic Weapon, which grants a bonus of +1 for every 3 casterlevels up to 5.</p> - <p>The Greater Magic Weapon spell in srdspells.lst would be modified to:<br /> - BONUS:COMBAT|TOHIT,DAMAGE|(((%CHOICE/3).TRUNC)MAX1)MIN5|PREAPPLY:Weapon|TYPE=Enhancement<br /> - CHOOSE:NUMBER|MIN=3|MAX=20|TITLE=Choose Spell Caster Level</p> + <p>The Greater Magic Weapon spell in <span class="lstfile">srdspells.lst</span> would be modified to:</p> + <p class="indent2"><code>BONUS:COMBAT|TOHIT,DAMAGE|(((%CHOICE/3).TRUNC)MAX1)MIN5|PREAPPLY:Weapon|TYPE=Enhancement</code></p> + <p class="indent2"><code>CHOOSE:NUMBER|MIN=3|MAX=20|TITLE=Choose Spell Caster Level</code></p> - <p>When Greater Magic Weapon is applied to a character's weapon a chooser window will pop up titled - 'Choose Spell Caster Level' which asks for a number between 3 (the minimum casterlevel) and 20. - The bonus is calculated based on the casterlevel and applied to the weapon.</p> + <p>When Greater Magic Weapon is applied to a character's weapon a chooser window will pop up titled 'Choose Spell Caster + Level' which asks for a number between 3 (the minimum casterlevel) and 20. The bonus is calculated based on the + casterlevel and applied to the weapon.</p> <p>Feats and Templates can be treated in the same manner. Here is an example feat:</p> + <p class="indent2"><code>Variable Spell Resistance</code></p> + <p class="indent2"><code>VISIBLE:No</code></p> + <p class="indent2"><code>TYPE:TemporaryBonus</code></p> + <p class="indent2"><code>BONUS:MISC|SR|%CHOICE|PREAPPLY:ANYPC</code></p> + <p class="indent2"><code>CHOOSE:NUMBER|MIN=1|MAX=40|TITLE=Choose Spell Resistance</code></p> + <p class="indent2"><code>TEMPDESC:Assign Spell Resistance to a character</code></p> + <p>The PC does not need to select this feat, you simply apply the bonus to the PC on the <strong>Temporary Bonus</strong> tab.</p> - <p>Variable Spell Resistance<br> - VISIBLE:No<br> - TYPE:TemporaryBonus<br> - BONUS:MISC|SR|%CHOICE|PREAPPLY:ANYPC<br> - CHOOSE:NUMBER|MIN=1|MAX=40|TITLE=Choose Spell Resistance<br> - TEMPDESC:Assign Spell Resistance to a character</p> - - <p>The PC does not need to select this feat, you simply apply the bonus to the PC on the Temporary Bonus Sub-Tab.</p> - <p></p> <hr> This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |