Actually a monk with unarmed strike would (if he survived long enough) end
up having +1 unarmed combat strike. Although I am sure this would be
handled by the class. I don't think the solution to a problem should be
handled by turning off an option. Especially an option that is so handy.
That does not solve the problem. Any error IS a problem, either in the code
or the data. Assuming core data is used, their should be no errors, or they
should be identified and fixed.
] On Behalf Of
Sent: Thursday, July 27, 2006 11:10 AM
Subject: Re: [pcgen] Error loading equipment
> I think you could easily turn off all those weird items by unchecking
> of the options in the settings menu:
> Settings -> Preferences -> PCGen -> Equipment ->
> Automagically Generate Equipment
Yes, I *could* do that, but then every time one of my players
found/bought a magical item, they'd have to customize it. Since this
happens fairly often, that would be inconvenient. I've got a gig of
memory for a reason. :)
> The +1 Unarmed Strike is generated because you turned the
> of +1-items on, and because Unarmed Strike internally is coded as just
> another weapon (at least that's part of it), as is grappling.
Which is why I wondered if there was a tag that controlled which items
were EQMODable or not. Obviously, there are some items where this is
appropriate and some where it's not. Especially if things like Unarmed
Strike and Grapple are treated as weapons (and I don't disagree that
they should be).
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