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OS PDF doesn't cap at 4 iterations

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      Description

      Subject: [pcgen] OS Bug with High BAB Creatures
      Reporter: George "lpacdavis@.."
      Date: 6/11/2010 @ 3:20 AM (PDT)

      This bug was found using the Pathfinder game mode under v5.16.2, which has the following tags in the system file miscinfo.lst:

      BABMAXATT:4
      BABATTCYC:5
      BABMINVAL:1

      I created a creature with BAB +24, and exported it using
      d20\fantasy\pdf\csheet_fantasy_std_blackandwhite.xslt.

      Base Attack Bonus displays as +24/+19/+14/+9/+4 I think it should be capped at 4 attacks, but that's not as big a problem as what happens with CMB (melee and ranged attacks are OK). The CMB BAB block only uses 4 levels, but the CMB total block tries to use all 5 (truncating the last due to lack of space so that I see +31/+26/+21/+16/+1). Even worse, the individual offense CMB blocks with iterative attack bonuses are unreadable because the numbers all run together.

      Cheers,

      Sir George Anonymous

        Activity

        Hide
        Andrew Maitland
        added a comment -

        Tested using Fighter 20 and Ranger 4 - BAB went to 24. CMB and related blocks are the only item with this issue. BAB / Melee, Ranged and Grapple all follow correct procedure.

        Show
        Andrew Maitland
        added a comment - Tested using Fighter 20 and Ranger 4 - BAB went to 24. CMB and related blocks are the only item with this issue. BAB / Melee, Ranged and Grapple all follow correct procedure.
        Hide
        Chuck Pint
        added a comment -

        Found the problem, it will take a little work to fix. The template "process.attack.string" (in fantasy_common.xsl) is hard-coded to put out attacks as long as the last one is greater than 5. It is not using any of the tags that change BAB as listed in the bug report. This routine is used both by BAB and CMB.

        Show
        Chuck Pint
        added a comment - Found the problem, it will take a little work to fix. The template "process.attack.string" (in fantasy_common.xsl) is hard-coded to put out attacks as long as the last one is greater than 5. It is not using any of the tags that change BAB as listed in the bug report. This routine is used both by BAB and CMB.
        Hide
        Chris Chandler
        added a comment -

        Any progress on this one?

        Show
        Chris Chandler
        added a comment - Any progress on this one?
        Hide
        Chuck Pint
        added a comment -

        Needs some code work in order to do this properly. See this code FREQ: http://jira.pcgen.org/browse/CODE-125

        Show
        Chuck Pint
        added a comment - Needs some code work in order to do this properly. See this code FREQ: http://jira.pcgen.org/browse/CODE-125
        Hide
        Chris Chandler
        added a comment -

        Lets not wait on code for this (it'd be nice, but we can have a properly working OS wihtout it with a bit of creativity).

        Unless I'm missing something, we can do a "DEFINE:Pathfinder|1" in one of the gamemode files, export it ino the base.xml and use that as a flag with an "if" in the xslt that will direct to a different attack processing template if the VAR exists.

        Show
        Chris Chandler
        added a comment - Lets not wait on code for this (it'd be nice, but we can have a properly working OS wihtout it with a bit of creativity). Unless I'm missing something, we can do a "DEFINE:Pathfinder|1" in one of the gamemode files, export it ino the base.xml and use that as a flag with an "if" in the xslt that will direct to a different attack processing template if the VAR exists.
        Hide
        Andrew Maitland
        added a comment -

        We can make a unique base.xml for the pathfinder gamemode as well. Though the IFGAMEMODE is something we can do.

        Show
        Andrew Maitland
        added a comment - We can make a unique base.xml for the pathfinder gamemode as well. Though the IFGAMEMODE is something we can do.
        Hide
        Chuck Pint
        added a comment -

        It would be a bad idea to have multiple base.xml. Much easier to have an IF or two based on game mode. But really if we can detect in base.xml the gamemode, that should be all we need.

        Of course a simpler question: Is there any game that allows iteration pass 4? It would be simple to cap at 4.

        Show
        Chuck Pint
        added a comment - It would be a bad idea to have multiple base.xml. Much easier to have an IF or two based on game mode. But really if we can detect in base.xml the gamemode, that should be all we need. Of course a simpler question: Is there any game that allows iteration pass 4? It would be simple to cap at 4.
        Hide
        Chuck Pint
        added a comment -

        This is not as simple as it first looked. Capping the iterations at 4 was easy. But it turns out that Grapple, Trip, Disarm, and Sunder can be substituted for any attack. So they have to list all iterations. Bull Rush and Overrun can only be done once in an action. So I had to adjust the size and position of the CMB offense/defense boxes to allow all that to fit. Ended up reducing the font size of the offense iterations as well to get it to fit.

        Show
        Chuck Pint
        added a comment - This is not as simple as it first looked. Capping the iterations at 4 was easy. But it turns out that Grapple, Trip, Disarm, and Sunder can be substituted for any attack. So they have to list all iterations. Bull Rush and Overrun can only be done once in an action. So I had to adjust the size and position of the CMB offense/defense boxes to allow all that to fit. Ended up reducing the font size of the offense iterations as well to get it to fit.
        Hide
        Chuck Pint
        added a comment -

        Fixed in 5.16.4 at revision 13715
        Fixed in 5.17.4 at revision 13716

        Show
        Chuck Pint
        added a comment - Fixed in 5.16.4 at revision 13715 Fixed in 5.17.4 at revision 13716

          People

          • Assignee:
            Chuck Pint
            Reporter:
            Andrew Maitland
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            • Created:
              Updated:
              Resolved: