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June 3rd, 2020, 22:47 #21
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Thanks. I don't see anything for weapons. I wonder why they didn't think of weapons for weight. Although you could use the same multiplier they use for character weight increases.
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June 3rd, 2020, 23:19 #22
All I could find was this line which is essentially the same on d20SRD and d20PFSRD...
"*Weight This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons."
Based on that it would seem sensible to just use the same adjustment as the expanded armor table.
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June 4th, 2020, 00:39 #23
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I updated the extension to version 1.0.2.
It now calculates a new weight value based on the change in size.
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June 4th, 2020, 00:45 #24
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If there are any weapon, armor, shield, ammo Abilities that are missing please post them here in the following format.
Code:["Reflecting"] = { sStringName = "reflecting", iBonus = 5, iCost = 0, iCL = 14, sAura = "strong abjuration" , aExclusions = {}, sSubSelectionLabel = "", aSubSelection = {}, aEffects = {}, },
iCost is the flat cost to add it.
iCL is Caster Level
sAura is what aura is has when looked at via detect magic.
The rest are only important if there are any other abilities it has or that it doesn't work with.
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July 8th, 2020, 23:54 #25
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In Pathfinder, Darkleaf cloth price calculation seems off, tested with Leather and Studded Leather and Hide. Looked at the code and it seems to be using the weight price instead of the armor category. But the armor I created have the correct category.armor bug.PNG
The left one have the correct price after I corrected it manually.
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July 9th, 2020, 13:12 #26
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July 27th, 2020, 13:35 #27
If the original item size doesn't match (including case), it throws an error. Any chance you can switch to non-case-sensitive parsing of that?
Since the base item sheet uses lowercase in many places, I would suggest writing materials type to properties in lowercase. The same for size and almost everything else.
It seems like type, subtype, and name are the only places they are using capitalization. Since the default properties value is - it probably makes sense to replace that when writing new properties (unless there are other things already entered).
Also, since I've already posted this, could you be persuaded to add "fragile" to the properties field when the item is generated with fragile materials?
Then i could parse for this in my Item Durability extension (which I am in the process of making compatible with this extension) and eventually make fragile items break on natural 1s.Last edited by bmos; July 27th, 2020 at 17:29.
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July 27th, 2020, 17:29 #28
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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July 30th, 2020, 00:59 #29
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July 30th, 2020, 04:15 #30
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