Heh, realized after I posted that I forgot to add the COST: tag in
there as well... and btw
Git outta me 'ead!!!!
Great minds and all that. ;p
--- In pcgen@y..., Emily Smirle <smirle4498@h...> wrote:
> Mark Hulsman wrote:
> > Another problem is that costs would be hard to calculate
> > this way.
> The ItemTemplate code would be heavily based on the container code,
> new tag:
> ITEMTEMPLATE:name [ITEMTEMPLATE:name etc]
> have a separate .lst file xxxItemTemplates.lst with the following
> name [ENHANCE:x|COST:x|FORMULA:x] TYPE:[ARMOR|WEAPON]
> [PREITEMTEMPLATE:x] [SPROP:text]
> ENHANCE: price is based on "enhancement bonus"; adding this template
> adds 'x' to the items enhancement bonus. For now we'd keep the
> EnhancementArmor.lst and EnhancementWeapon.lst in the system folder
> the cost progression.
> COST: flat price added to the cost of the item (ie masterwork costs
> FORMULA: cost is based on some attribute of the item, either weight
> (usually weapons) or armor group (armor). Typical of "material"
> like Mithril, Adamantine, or whatever. This would be math-
> we might want to implement this later.
> TYPE: either ARMOR or WEAPON for now, probably OTHER will be added
> later. Currently determines what group of item types the template
> applied to, and what progression MOD uses.
> BONUS: should implement *all* the stuff BONUS supports.
> PREITEMTEMPLATE: template requires a specific template to already be
> applied (such as Vorpal having a minimum enhancement bonus of IIRC
> before it can be taken.
> SPROP: adds SPROP info to the item.
> A broken reflection on the surface of never . Emily Smirle
> from here to forever and back . <smirle4498@h...>
> total viscosity into fluidity . Proud owner of MSEELP
> only the pulse of infinity . #008 and #009
> - MDFMK "Hydroelectric"