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Re: Magic Item Bonus Types

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  • Gary
    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. ...
    Message 1 of 6 , Jul 2, 2001
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      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
      > because
      > > 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
      > added
      > > 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
      way
      > > 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
      essentially
      > > 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
      > different
      > > 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
      each
      > 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
      myself
      > 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
      me
      > know, then I might have to rethink this, but for now this seems the
      > simplest and best way).
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