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Re: [pcgen] Giving magic qualities to ordinary items

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  • Jon Leeke
    Thank you so much Andrew! My first .lst file alteration. Cool! Jon ... [Non-text portions of this message have been removed]
    Message 1 of 6 , Nov 4, 2011
      Thank you so much Andrew! My first .lst file alteration. Cool!

      Jon

      On 11/4/2011 1:27 PM, Andrew Wilson wrote:
      >
      > Yes, that is relatively easy. Not trivial, but not rocket science either.
      >
      > Now, the slightly painful part: you can't do it with the files you
      > currently have,
      > you're going to have to edit some files by hand.
      >
      > Don't panic, it's not that hard really.
      >
      > Point one, use a text editor, not a word processor. If you're on windows
      > you can use wither notepad, or wordpad, both of which are built in.
      >
      > You need to make your own custom list file and a campaign file to
      > let the system load it. There is an example set that comes with the
      > program. Look in the data folder, and copy the
      > data\homebrew\my_dataset folder to something else. I generally
      > use my initials. So I'd copy it to data\homebrew\*arw*_dataset
      > for you that'd be data\homebrew\*jl*_dataset. Call it whatever
      > you like just change the my to something else so that it won't
      > be overwritten.
      >
      > Now in your copied folder look for the how_to_use_this.txt
      > file which has lots of useful information that I will not reproduce here.
      >
      > The file you're going to be editing is the my_equipmods.lst file
      > (but you should probably change its name to jl_equipmods.lst or
      > whatever you decided to use).
      >
      > Step 2:
      > Find the main data for the game mode that you're using --- I'll
      > tell you about the pathfinder mode, because that's the one I use
      > these days. The file is in data\alpha\paizo\pathfinder_rpg\core_rulebook
      > it's called pfcr_equipmods_enhancing.lst
      >
      > Open that file and look for the line that starts |Save Bonus (Resistance)
      >
      > Step 3:
      > Copy that line and paste it into the jl_equipmods.lst file that you made
      > earlier.
      >
      > Step 4:
      > change the name of the mod
      > |Save Bonus (Resistance) --- becomes |Will Save Bonus (Resistance)
      >
      > Step 5:
      > change the key
      > KEY:BNS_SAV_RES to KEY:BNS_SAV_RES_WILL
      > you're doing this because the system needs each object's key to
      > be unique.
      >
      > Step 6:
      > Fix how much it costs to add this. The cost of a Resistance bonus is
      > bonus squared times 1000 gp. Since this is just a will save it'll probably
      > be cheaper, change the 1000 to whatever you need.
      >
      > Step 7:
      > change the bonus
      > BONUS:CHECKS|Fortitude,Reflex,Will|%CHOICE|TYPE=Resistance
      > becomes
      > BONUS:CHECKS|Will|%CHOICE|TYPE=Resistance
      > i.e. get rid of Fortitude and reflex.
      >
      > Step 8:
      > Change the blurb that gets printed with the item:
      > SPROP:Resistance bonus to all saving throws of %CHOICE
      > becomes
      > SPROP:Resistance bonus to Will saves of %CHOICE
      >
      > Step 9:
      > Actually there is no step 9, save the file and you're done. Well ok
      > you need to actually load your custom data to get this to show up,
      > but that should be it.
      >
      > Hope that helps.
      >
      > andrew
      >
      > On 4 November 2011 16:12, Jon Leeke <liopleuridon@...
      > <mailto:liopleuridon%40gmail.com>> wrote:
      >
      > > Thank you, that worked well! Is there any way to apply a bonus to a
      > > particular type of save (in this case, the item gives +2 to Will
      > > saves)? I note that the saving throw bonuses only seem to apply across
      > > the board.
      > >
      > > Regards,
      > >
      > > Jon
      > >
      > > On 11/3/2011 2:54 PM, Andrew Wilson wrote:
      > > >
      > > > They only show up on items that you're expected to add them to. If you
      > > add
      > > > the type
      > > > amulet to the spyglass and make it out of any of the materials
      > that are
      > > > listed, that will
      > > > give you the option of adding the other mods. You have to add the
      > special
      > > > material
      > > > to get rid of the mundane type. After adding the amulet type you
      > can make
      > > > it out of
      > > > steel and then remove the steel, the ability to add mods hangs around
      > > > (unless you
      > > > remove the amulet type).
      > > >
      > > > Of course you could just start with an amulet and change it's name and
      > > > price to
      > > > be whatever you want --- spiffy spyglass 15000 gp for instance.
      > > >
      > > > The equipment mods are set up to allow themselves to be added to
      > > equipment
      > > > with an appropriate type. To be honest I'm surprised that these aren't
      > > > keyed to
      > > > also work of the wondrous type, since that's essentially what you're
      > > > creating
      > > > a wondrous spyglass. But there you go, as far as I can see this is the
      > > > easiest
      > > > way to get what you want to work.
      > > >
      > > > andrew
      > > >
      > > > On 3 November 2011 06:20, jon.leeke <liopleuridon@...
      > <mailto:liopleuridon%40gmail.com>
      > > > <mailto:liopleuridon%40gmail.com>> wrote:
      > > >
      > > > > Hi folks!
      > > > >
      > > > > I've been trying to create a magic spyglass via PcGen in the
      > inventory
      > > > > screen. When I create a custom item from a spyglass, no magic
      > quality
      > > > > options appear on the left panel. How do I get them to show up?
      > > > >
      > > > > Thanks!
      > > > >
      > > > > Jon
      > > > >
      > > > >
      > > > >
      > > > > ------------------------------------
      > > > >
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      > > > [Non-text portions of this message have been removed]
      > > >
      > > >
      > >
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      > >
      > > [Non-text portions of this message have been removed]
      > >
      > >
      > >
      > > ------------------------------------
      > >
      > > Related Lists
      > > PCGen's release site: http://pcgen.sourceforge.net
      > > PCGen's Wiki: http://wiki.pcgen.org/
      > > PCGen's Roadmap: http://wiki.pcgen.org/index.php?title=Roadmap
      > > PCGen's alpha build: http://pcgen.sourceforge.net/07_autobuilds.php
      > > PCGen's Online Docs:
      > > http://pcgen-test.org/autobuilds/pcgen-docs/index.html
      > > PCGen's Backup Autobuilds and Docs:
      > > http://pcgen.akozakis.id.au/autobuilds/download.html
      > >
      > > PCGen List File Help:
      > > http://tech.groups.yahoo.com/group/PCGenListFileHelp/
      > > (for assistance in creating new homebrew or official list files)
      > >
      > > PCGen Experimental:
      > http://tech.groups.yahoo.com/group/pcgen_experimental/
      > > (for new official data source development)
      > > Yahoo! Groups Links
      > >
      > >
      > >
      > >
      >
      > [Non-text portions of this message have been removed]
      >
      >



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