From: SourceForge.net <no...@so...> - 2004-09-27 22:53:27
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Bugs item #1029601, was opened at 2004-09-16 19:33 Message generated for change (Comment added) made by soulcatcher You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029601&group_id=25576 Category: Spell Support Group: None Status: Open Resolution: None Priority: 9 Submitted By: samuel (notmousse) Assigned to: samuel (notmousse) Summary: Remove XPCOST and COST values from hard code Initial Comment: Change these values to the data side so that they may be adjustable. Should be adjustable by gamemode. Suggest adding tags to miscinfo.lst This is a breach of OGL and needs to be corrected. ---------------------------------------------------------------------- >Comment By: Devon Jones (soulcatcher) Date: 2004-09-27 16:53 Message: Logged In: YES user_id=107647 I'm fixing this a different way. %SPELLCOST gives you the spell'c cost + the XPCOST * 5. Instead of making a game mode flag to set that 5, I am instead removing teh XP cost from this calculation and making a %SPELLXPCOST tag - so that the full formula can be done in lst ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2004-09-27 16:53 Message: Logged In: YES user_id=208239 Ok, simple method: Take %SPELLCOST and rip out the XPCOST portion of the calculation. Make new equipmod reference/tag of %SPELLXPCOST, and do straight replacing from XPCOST tag of spell. Do any math after that in the straight LST files. ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2004-09-17 14:21 Message: Logged In: YES user_id=208239 More specifically, where does it say that the COST is added into the cost of creating a magic item based on it? And, XP cost is multiplied by 5. No where in the LST files or GameMode files is that covered. There is a * 5 in the code tho. Zaister found it and we were trying to figure out costs of Wands and Dorjes. We had to go back to the SRD to find the rule to figure out things were being calculated correctly. Also, the CURRENCYUNIT tag mere displays the unit the Integers and floating point numbers are said to be in. Doesn't do anything else. ---------------------------------------------------------------------- Comment By: Paul Grosse (nylanfs) Date: 2004-09-17 07:49 Message: Logged In: YES user_id=928124 When you create a magic item, if the spell(s) used while creating said items have a material cost, ie Identify which is 1000 units, or a xp cost ie Wish, then the cost of those materials or XP needs to be added into the cost of the finished item. I'm still not sure this is a OGL violation though. COST is based on the CURRENCYUNIT based in the miscinfo.lst file. What the item customizer is doing is taking the base cost of the item, and then multiplying the cost of the spell by how many charges it has and that is based on the Currency tag. I don't see a OGL violation here. ---------------------------------------------------------------------- Comment By: Andrew McDougall (tir-gwaith) Date: 2004-09-17 06:57 Message: Logged In: YES user_id=208239 The XPCOST and COST values are hardcoded to adjust the value of any object that imbeds a spell. This should not be happening. Basically the below from the SRD (and there is another one in the RSRD) is hardcoded into PCGen. Ths snippent is from srdmagicitemscreatingmagicitems.lst: Spell has material component Add directly into price of item Spell has XP cost Add 5 gp per 1 XP per charge** As we did to most thing when we went OGL compliant, those need to be converted into a "user readable, and adjustable" formula somewhere. We prettymuch did that requirement from AV by moving formulas into GameMode or other such files, so they were in plain-text format. ---------------------------------------------------------------------- Comment By: Paul W. King (kingpaul) Date: 2004-09-16 21:29 Message: Logged In: YES user_id=277877 Samuel, What exactly are you talking about? These tags appear in the spell files for XP cost and material cost. Where are they in the source code and why, in your opinion, is this a breach of the OGL? I'm not seeing in the OGL where having XPCOST and COST are breaches. Paul W. King TM SB, OGL/PL Chimp, Data Tamarin, BoD ---------------------------------------------------------------------- Comment By: samuel (notmousse) Date: 2004-09-16 19:34 Message: Logged In: YES user_id=866875 Important note: Since this is a violation of OGL this needs to be cleared up within 30 days. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1029601&group_id=25576 |