Re: Magic Item Bonus Types
- Also, for custom items that people create. Like recreating the old
rings of protection to give deflection bonus and saving throw bonus in
the same item.
--- In pcgen@y..., "Mark Hulsman" <hulsmanm@p...> wrote:
> --- In pcgen@y..., Lonestar <Lonestar@l...> wrote:
> > MH> Warning, you can start updating the lst files to work with
> this, but
> > MH> do not use these lst files until the next version is released
> > MH> it will incorrectly think they are BONUS tags and who knows
> what kind
> > MH> of error will occur. I'm not sure when these changes will be
> > MH> since I jsut joined sourceforge yesterday, but they will get
> there as
> > MH> soon as possible.
> > hmmm, maybe the bonustype should be part of the BONUS tag. that
> > you could assign different types of bonuses to an item.
> I'm not sure if thats how it should be done, but I have set it up to
> allow multiple Bonus Tyoes for one item by putting Type1.Type2.etc
> > I see 2 problems for bonus management:
> > 1) Circumstance bonuses do stack unless they arise from
> > the same circumstance. What should be the default for those? To
> > stack or not to stack...? ;)
> Well, circumstance bonuses really only occur in roleplaying
> situations so we don't really have to worry about them.
> > 2) There might be bonuses with the same name, but affecting
> > stats (see DMG, p177, Table 8-1
> This will be taken care of. You can have an enhancement bonus to
> every stat if you want, but when you add a second one to one stat is
> when this code I'm working on will kick in and make them not stack.
> Basically I'll add all of the modifiers to each object up all at the
> same time, this could be str or dex or attack or AC. They way I
> think I'll be doing it is make a list of everything that adds to
> thing and if any of them are named and have the same name that does
> not stack I will not add the lesser bonus. Still not sure exactly
> how this will be acomplished because I am still famialiarizing
> with the code that does this stuff, but I am pretty sure I will use
> the BONUSTYPE tag since each item only has one type (if someone can
> think of an item that has different types for different powers let
> know, then I might have to rethink this, but for now this seems the
> simplest and best way).