Ram Tyr
September 29th, 2007, 21:09
Greetings.
I am playing with some of the underbelly in FGII and have some questions. The questions arise from my dissection of the d20 Basic Rules which comes with FGII core d20 ruleset. I thank you in advance for posting any replies.
1. When you click open the 'd20 Basic Rules' module, and then click on the box beside any of the entries, for example 'Skills'; it opens a new window listing the skills. If you then click on the box beside the first skill, 'Appraise'; it opens a new window with specific information about the appraise skill. If you click on the box beside the skill name, in this case 'Appraise', it opens a new window. This final window is nearly empty. Is that an error? (It looks to be in the same format as the 'Feats' windows.)
2. What purpose does the 'hot linkedness' of the box serve? Graphically, it sets off the listed items (for example, in the list of skills), but why make the box a link as well as the text of the skill name?
I am going to ask some coding questions that I hope someone can explain or link to an explanation. For example, during these questions here is the relevant code for the 'Appraise' skill in the d20 Basic Rules module that I had begun to modify (So you will see the name of the module is changed):
<appraise>
<listlink type="windowreference">
<class>referenceskill</class>
<recordname>reference.skills.appraise@Basic Rules revisited TEST</recordname>
</listlink>
<name type="string">Appraise</name>
</appraise>
<appraise>
<name type="string">Appraise</name>
<ability type="string">Int</ability>
<text type="formattedtext">
<p><b>Check: </b> You can appraise common or well-known objects with a DC 12 Appraise check. Failure means that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value.</p><p>Appraising a rare or exotic item requires a successful check against DC 15, 20, or higher. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item's value.</p><p>A magnifying glass gives you a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem. A merchant's scale gives you a +2 circumstance bonus on Appraise checks involving any items that are valued by weight, including anything made of precious metals.</p><p>These bonuses stack.</p>
<p><b>Action: </b>
Appraising an item takes 1 minute (ten consecutive full-round actions).</p>
<p><b>Try again: </b>
No. You cannot try again on the same object, regardless of success.</p>
<p><b>Special: </b>
A dwarf gets a +2 racial bonus on Appraise checks that are related to stone or metal items because dwarves are familiar with valuable items of all kinds (especially those made of stone or metal).The master of a raven familiar gains a +3 bonus on Appraise checks.A character with the Diligent feat gets a +2 bonus on Appraise checks.</p>
<p><b>Synergy: </b>
If you have 5 ranks in any Craft skill, you gain a +2 bonus on Appraise checks related to items made with that Craft skill.</p>
<p><b>Untrained: </b>
For common items, failure on an untrained check means no estimate. For rare items, success means an estimate of 50% to 150% (2d6+3 times 10%).</p>
</text><trained type="number">0</trained>
<armorcheckpenalty type="number">0</armorcheckpenalty>
</appraise>
3. Why do the skills, such as 'Appraise', and feats appear in two places in the .mod file of this module? What does the code in the first box do? The second box has the actual text concerning the 'Appraise' skill.
4. What code creates/controls the box? (Perhaps the code in the first box creates the box and the code in the second handles the subsequent text? But then, it seems there might need to be a similar amount of code for the box on the second window.)
5. Is the "string" part of the below code what makes the text "Appraise" and "Int" draggable?
<name type="string">Appraise</name>
<ability type="string">Int</ability>
6. What does the following code do in this module?
</text><trained type="number">0</trained>
<armorcheckpenalty type="number">0</armorcheckpenalty>
Thanks for any help.
Later.
I am playing with some of the underbelly in FGII and have some questions. The questions arise from my dissection of the d20 Basic Rules which comes with FGII core d20 ruleset. I thank you in advance for posting any replies.
1. When you click open the 'd20 Basic Rules' module, and then click on the box beside any of the entries, for example 'Skills'; it opens a new window listing the skills. If you then click on the box beside the first skill, 'Appraise'; it opens a new window with specific information about the appraise skill. If you click on the box beside the skill name, in this case 'Appraise', it opens a new window. This final window is nearly empty. Is that an error? (It looks to be in the same format as the 'Feats' windows.)
2. What purpose does the 'hot linkedness' of the box serve? Graphically, it sets off the listed items (for example, in the list of skills), but why make the box a link as well as the text of the skill name?
I am going to ask some coding questions that I hope someone can explain or link to an explanation. For example, during these questions here is the relevant code for the 'Appraise' skill in the d20 Basic Rules module that I had begun to modify (So you will see the name of the module is changed):
<appraise>
<listlink type="windowreference">
<class>referenceskill</class>
<recordname>reference.skills.appraise@Basic Rules revisited TEST</recordname>
</listlink>
<name type="string">Appraise</name>
</appraise>
<appraise>
<name type="string">Appraise</name>
<ability type="string">Int</ability>
<text type="formattedtext">
<p><b>Check: </b> You can appraise common or well-known objects with a DC 12 Appraise check. Failure means that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value.</p><p>Appraising a rare or exotic item requires a successful check against DC 15, 20, or higher. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item's value.</p><p>A magnifying glass gives you a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem. A merchant's scale gives you a +2 circumstance bonus on Appraise checks involving any items that are valued by weight, including anything made of precious metals.</p><p>These bonuses stack.</p>
<p><b>Action: </b>
Appraising an item takes 1 minute (ten consecutive full-round actions).</p>
<p><b>Try again: </b>
No. You cannot try again on the same object, regardless of success.</p>
<p><b>Special: </b>
A dwarf gets a +2 racial bonus on Appraise checks that are related to stone or metal items because dwarves are familiar with valuable items of all kinds (especially those made of stone or metal).The master of a raven familiar gains a +3 bonus on Appraise checks.A character with the Diligent feat gets a +2 bonus on Appraise checks.</p>
<p><b>Synergy: </b>
If you have 5 ranks in any Craft skill, you gain a +2 bonus on Appraise checks related to items made with that Craft skill.</p>
<p><b>Untrained: </b>
For common items, failure on an untrained check means no estimate. For rare items, success means an estimate of 50% to 150% (2d6+3 times 10%).</p>
</text><trained type="number">0</trained>
<armorcheckpenalty type="number">0</armorcheckpenalty>
</appraise>
3. Why do the skills, such as 'Appraise', and feats appear in two places in the .mod file of this module? What does the code in the first box do? The second box has the actual text concerning the 'Appraise' skill.
4. What code creates/controls the box? (Perhaps the code in the first box creates the box and the code in the second handles the subsequent text? But then, it seems there might need to be a similar amount of code for the box on the second window.)
5. Is the "string" part of the below code what makes the text "Appraise" and "Int" draggable?
<name type="string">Appraise</name>
<ability type="string">Int</ability>
6. What does the following code do in this module?
</text><trained type="number">0</trained>
<armorcheckpenalty type="number">0</armorcheckpenalty>
Thanks for any help.
Later.