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	<id>http://159.203.101.162/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maredudd</id>
	<title>PCGen Wiki - User contributions [en]</title>
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	<updated>2026-04-10T09:18:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://159.203.101.162/w/index.php?title=Documentation&amp;diff=3911</id>
		<title>Documentation</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Documentation&amp;diff=3911"/>
		<updated>2015-04-13T16:04:52Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the Wiki section of the Documentation team! The Documentation team is a sub team under the umbrella of the [[Content]] team.&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
To provide effective, accurate, clear and easy to use documentation for PCGen that will allow the user to use the program and supplied data to the fullest effect, whether creating and playing characters or creating their own data sets.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
* [[Joining the Docs Team]]&lt;br /&gt;
* [[Basic Developer Setup]] - This resource is aimed specifically at new Code Monkeys but can be used by new Doc Monkeys as well, at least for help in setting up an IDE to access the Repository.&lt;br /&gt;
* [[Subversion Setup]] - Like the previous page, this page is aimed specifically at Code Monkeys but new Doc Monkeys can use it to help get setup with Subversion.&lt;br /&gt;
* [http://pcgen.org/autobuilds/pcgen-docs/standards.html LST File Documentation Standard]&lt;br /&gt;
* [[Documentation Update Process]]&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
* [[PCGen Documentation Restructuring]]&lt;br /&gt;
* [[Variable Documentation Project]]&lt;br /&gt;
&lt;br /&gt;
=Active Team Members=&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Silverback|Silverback]]===&lt;br /&gt;
* [[Chris Chandler|Barak]] &lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#2nd|2nd]]===&lt;br /&gt;
* [[Eric C Smith]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Chimp|Chimp]]===&lt;br /&gt;
* [[Chris Chandler|Barak]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Gibbon|Gibbon]]===&lt;br /&gt;
* [[Martijn Verburg]]&lt;br /&gt;
* [[Stefan Radermacher]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Tamarin|Tamarin]]===&lt;br /&gt;
* [[LegacyKing|Andrew Maitland]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Lemur|Lemur]]===&lt;br /&gt;
* Matt Chambers&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* Matt Thompson&lt;br /&gt;
&lt;br /&gt;
=Inactive Team Members=&lt;br /&gt;
&lt;br /&gt;
===Chimp===&lt;br /&gt;
* [[Eddy Anthony]]&lt;br /&gt;
* [[Frank Kliewe]]&lt;br /&gt;
&lt;br /&gt;
===Gibbon===&lt;br /&gt;
* Aaron Divinsky&lt;br /&gt;
* Sigurdur H. Olafsson&lt;br /&gt;
* [[Terry FitzSimons]]&lt;br /&gt;
* [[Tir Gwaith]]&lt;br /&gt;
&lt;br /&gt;
===Lemur===&lt;br /&gt;
* David Lim&lt;br /&gt;
* Michael Durant&lt;br /&gt;
* Fluxxdog&lt;br /&gt;
* Dave Cheever&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* [[Charles Burkett]]&lt;br /&gt;
* deltadave&lt;br /&gt;
* Miriam Sexton&lt;br /&gt;
&lt;br /&gt;
=Major Initiatives=&lt;br /&gt;
* [[PCGen Documentation HTML Compliance Project]]&lt;br /&gt;
* [[PCGen Documentation Style Guide]] Development Project&lt;br /&gt;
* [[PCGen Tag Dictionary Conversion to XML]]&lt;br /&gt;
* [[PCGen Documentation DTP Initiative]]&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_Team_Resource_Page&amp;diff=3910</id>
		<title>Data Team Resource Page</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Data_Team_Resource_Page&amp;diff=3910"/>
		<updated>2015-04-13T16:00:54Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are resources for the data team&lt;br /&gt;
&lt;br /&gt;
* [http://pcgen.org/autobuilds/pcgen-docs/listfilepages/listfiledatadevelopment.html New Datasource Development] Steps to creating a new dataset&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[New Recruits Training]]&lt;br /&gt;
* [[Data Team Tips and Tricks]] - Here's where new tips and tricks should be placed for others to learn.&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Code&amp;diff=3909</id>
		<title>Code</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Code&amp;diff=3909"/>
		<updated>2015-04-13T15:53:54Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: /* Developer Environment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the Wiki section for the Code Monkey team!&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
'''TBA'''&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
* [[Developers Meeting]]&lt;br /&gt;
* [[Dev Meeting Log 20090429]]&lt;br /&gt;
* [[Dev Meeting Log 20090815]]&lt;br /&gt;
* [[Dev Meeting Log 20090911]]&lt;br /&gt;
* [[Dev Meeting Log 20091017]]&lt;br /&gt;
* [[Dev Meeting Log 20091114]]&lt;br /&gt;
* [[Dev Meeting Log 20120309]]&lt;br /&gt;
* [[Dev Meeting Log 20120429]]&lt;br /&gt;
* [[Dev Meeting Log 20121103]]&lt;br /&gt;
* [[Dev Meeting Log 20140627]]&lt;br /&gt;
&lt;br /&gt;
==For New Starters==&lt;br /&gt;
* [[Joining the Code Team]] General steps to take to prepare yourself&lt;br /&gt;
* [[Code Monkey Introduction]]&lt;br /&gt;
&lt;br /&gt;
==Developer Environment==&lt;br /&gt;
* [[Basic Developer Setup]]&lt;br /&gt;
* [[Git Setup]]&lt;br /&gt;
* [[Subversion Setup]]&lt;br /&gt;
* [[Merging]] with SVN&lt;br /&gt;
* [[Building PCGen]], also see [[Gradle]]&lt;br /&gt;
* [[Continuous Integration]]&lt;br /&gt;
&lt;br /&gt;
==Coding==&lt;br /&gt;
* [[Coding Standards]]&lt;br /&gt;
* [[Deprecating a Token]]&lt;br /&gt;
* [[Explanation of the Code Base]]&lt;br /&gt;
* [[PCGen Code Exploration Almanac]]&lt;br /&gt;
* [[Graph Theory]]&lt;br /&gt;
* [[Logging in the Code Base]]&lt;br /&gt;
* [[Unit Testing]]&lt;br /&gt;
* [[Removing Libraries]]&lt;br /&gt;
* [[Unnecessary Code Detector]]&lt;br /&gt;
&lt;br /&gt;
=Completed Sub Projects=&lt;br /&gt;
* [[Ability Object TODO List]]&lt;br /&gt;
* [[LST_Editor_Verification]]&lt;br /&gt;
&lt;br /&gt;
=Open Sub Projects=&lt;br /&gt;
* [[Internationalization]]&lt;br /&gt;
* [[CDOM]]&lt;br /&gt;
* [[UI Overhaul]]&lt;br /&gt;
* [[LST_Editor]]&lt;br /&gt;
* [[Major Code Projects]]&lt;br /&gt;
* [[Template Engine]]&lt;br /&gt;
&lt;br /&gt;
=Active Team Members=&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Silverback|Silverback]]===&lt;br /&gt;
* [[James Dempsey]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Second|2nd]]===&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Chimp|Chimp]]===&lt;br /&gt;
* [[Tom Parker]]&lt;br /&gt;
* [[Stefan Radermacher]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Gibbon|Gibbon]]===&lt;br /&gt;
* Jayme Cox&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Tamarin|Tamarin]]===&lt;br /&gt;
* [[Andrew Wilson]]&lt;br /&gt;
* [[Martijn Verburg]]&lt;br /&gt;
* [[Connor Petty]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Lemur|Lemur]]===&lt;br /&gt;
* [[Eddy Anthony]]&lt;br /&gt;
* Per Christian Henden&lt;br /&gt;
* Thomas Cooper &lt;br /&gt;
* [[Tod Milam]] - Mac Developer&lt;br /&gt;
* [[Kim Winz]]&lt;br /&gt;
&lt;br /&gt;
===[[X-Terminator Mark II]]===&lt;br /&gt;
* [[Greg Bingleman]] - [http://www.codemonkeypublishing.com Code Monkey Publishing]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* Brad Stiles, SVN advice&lt;br /&gt;
* Jason Buchanan, Advice on old code&lt;br /&gt;
* [[Jonas Karlson]], Advice on old code&lt;br /&gt;
&lt;br /&gt;
=Passive Team Members=&lt;br /&gt;
&lt;br /&gt;
* B. K. Oxley (Provides IntelliJ licenses)&lt;br /&gt;
&lt;br /&gt;
=Inactive Team Members=&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#2nd|2nd]]===&lt;br /&gt;
* Devon Jones&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Chimp|Chimp]]===&lt;br /&gt;
* Aaron Divinsky&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Tamarin|Tamarin]]===&lt;br /&gt;
* Andriy Sen&lt;br /&gt;
* [[Kevin Fernandes]]&lt;br /&gt;
* [[Koen Van Daele]]&lt;br /&gt;
* [[Joe Frazier, Jr.]]&lt;br /&gt;
* Per Christian Henden&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Lemur|Lemur]]===&lt;br /&gt;
* Bill Neumann&lt;br /&gt;
* Dan Parks&lt;br /&gt;
* [[Eduard Martinescu]]&lt;br /&gt;
* Eric Jarman&lt;br /&gt;
* Jasper Spaans&lt;br /&gt;
* Julio Esslinger Viegas&lt;br /&gt;
* Peter Barker&lt;br /&gt;
* [[Rick Ryker]]&lt;br /&gt;
* Thomas Clegg&lt;br /&gt;
* Tony Lavalle&lt;br /&gt;
* Hades Lucifer [7/20/10]&lt;br /&gt;
* Josh Johnston [7/20/10]&lt;br /&gt;
* MotorViper    [7/20/10]&lt;br /&gt;
* [[Steven West]] [7/20/10]&lt;br /&gt;
* [[Alec Ross]] [7/20/10]&lt;br /&gt;
* [[Tir Gwaith]] [7/20/10]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* [[Andargor]], Suggestions&lt;br /&gt;
* [[Bryan McRoberts]], Advice on old code&lt;br /&gt;
* Kurt Wimmer, Suggestions&lt;br /&gt;
* Walter Duncan, Held the old pcgen_autobuild user&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Code&amp;diff=3908</id>
		<title>Code</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Code&amp;diff=3908"/>
		<updated>2015-04-13T15:41:49Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: /* Developer Environment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the Wiki section for the Code Monkey team!&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
'''TBA'''&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
* [[Developers Meeting]]&lt;br /&gt;
* [[Dev Meeting Log 20090429]]&lt;br /&gt;
* [[Dev Meeting Log 20090815]]&lt;br /&gt;
* [[Dev Meeting Log 20090911]]&lt;br /&gt;
* [[Dev Meeting Log 20091017]]&lt;br /&gt;
* [[Dev Meeting Log 20091114]]&lt;br /&gt;
* [[Dev Meeting Log 20120309]]&lt;br /&gt;
* [[Dev Meeting Log 20120429]]&lt;br /&gt;
* [[Dev Meeting Log 20121103]]&lt;br /&gt;
* [[Dev Meeting Log 20140627]]&lt;br /&gt;
&lt;br /&gt;
==For New Starters==&lt;br /&gt;
* [[Joining the Code Team]] General steps to take to prepare yourself&lt;br /&gt;
* [[Code Monkey Introduction]]&lt;br /&gt;
&lt;br /&gt;
==Developer Environment==&lt;br /&gt;
* [[Basic Developer Setup]]&lt;br /&gt;
* [[GitHub Setup]]&lt;br /&gt;
* [[Subversion Setup]]&lt;br /&gt;
* [[Merging]] with SVN&lt;br /&gt;
* [[Building PCGen]], also see [[Gradle]]&lt;br /&gt;
* [[Continuous Integration]]&lt;br /&gt;
&lt;br /&gt;
==Coding==&lt;br /&gt;
* [[Coding Standards]]&lt;br /&gt;
* [[Deprecating a Token]]&lt;br /&gt;
* [[Explanation of the Code Base]]&lt;br /&gt;
* [[PCGen Code Exploration Almanac]]&lt;br /&gt;
* [[Graph Theory]]&lt;br /&gt;
* [[Logging in the Code Base]]&lt;br /&gt;
* [[Unit Testing]]&lt;br /&gt;
* [[Removing Libraries]]&lt;br /&gt;
* [[Unnecessary Code Detector]]&lt;br /&gt;
&lt;br /&gt;
=Completed Sub Projects=&lt;br /&gt;
* [[Ability Object TODO List]]&lt;br /&gt;
* [[LST_Editor_Verification]]&lt;br /&gt;
&lt;br /&gt;
=Open Sub Projects=&lt;br /&gt;
* [[Internationalization]]&lt;br /&gt;
* [[CDOM]]&lt;br /&gt;
* [[UI Overhaul]]&lt;br /&gt;
* [[LST_Editor]]&lt;br /&gt;
* [[Major Code Projects]]&lt;br /&gt;
* [[Template Engine]]&lt;br /&gt;
&lt;br /&gt;
=Active Team Members=&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Silverback|Silverback]]===&lt;br /&gt;
* [[James Dempsey]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Second|2nd]]===&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Chimp|Chimp]]===&lt;br /&gt;
* [[Tom Parker]]&lt;br /&gt;
* [[Stefan Radermacher]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Gibbon|Gibbon]]===&lt;br /&gt;
* Jayme Cox&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Tamarin|Tamarin]]===&lt;br /&gt;
* [[Andrew Wilson]]&lt;br /&gt;
* [[Martijn Verburg]]&lt;br /&gt;
* [[Connor Petty]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Lemur|Lemur]]===&lt;br /&gt;
* [[Eddy Anthony]]&lt;br /&gt;
* Per Christian Henden&lt;br /&gt;
* Thomas Cooper &lt;br /&gt;
* [[Tod Milam]] - Mac Developer&lt;br /&gt;
* [[Kim Winz]]&lt;br /&gt;
&lt;br /&gt;
===[[X-Terminator Mark II]]===&lt;br /&gt;
* [[Greg Bingleman]] - [http://www.codemonkeypublishing.com Code Monkey Publishing]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* Brad Stiles, SVN advice&lt;br /&gt;
* Jason Buchanan, Advice on old code&lt;br /&gt;
* [[Jonas Karlson]], Advice on old code&lt;br /&gt;
&lt;br /&gt;
=Passive Team Members=&lt;br /&gt;
&lt;br /&gt;
* B. K. Oxley (Provides IntelliJ licenses)&lt;br /&gt;
&lt;br /&gt;
=Inactive Team Members=&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#2nd|2nd]]===&lt;br /&gt;
* Devon Jones&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Chimp|Chimp]]===&lt;br /&gt;
* Aaron Divinsky&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Tamarin|Tamarin]]===&lt;br /&gt;
* Andriy Sen&lt;br /&gt;
* [[Kevin Fernandes]]&lt;br /&gt;
* [[Koen Van Daele]]&lt;br /&gt;
* [[Joe Frazier, Jr.]]&lt;br /&gt;
* Per Christian Henden&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Lemur|Lemur]]===&lt;br /&gt;
* Bill Neumann&lt;br /&gt;
* Dan Parks&lt;br /&gt;
* [[Eduard Martinescu]]&lt;br /&gt;
* Eric Jarman&lt;br /&gt;
* Jasper Spaans&lt;br /&gt;
* Julio Esslinger Viegas&lt;br /&gt;
* Peter Barker&lt;br /&gt;
* [[Rick Ryker]]&lt;br /&gt;
* Thomas Clegg&lt;br /&gt;
* Tony Lavalle&lt;br /&gt;
* Hades Lucifer [7/20/10]&lt;br /&gt;
* Josh Johnston [7/20/10]&lt;br /&gt;
* MotorViper    [7/20/10]&lt;br /&gt;
* [[Steven West]] [7/20/10]&lt;br /&gt;
* [[Alec Ross]] [7/20/10]&lt;br /&gt;
* [[Tir Gwaith]] [7/20/10]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* [[Andargor]], Suggestions&lt;br /&gt;
* [[Bryan McRoberts]], Advice on old code&lt;br /&gt;
* Kurt Wimmer, Suggestions&lt;br /&gt;
* Walter Duncan, Held the old pcgen_autobuild user&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Data_Tag_and_OS_Token_XML_Dictionaries_Concept_of_Operations&amp;diff=3824</id>
		<title>PCGen Data Tag and OS Token XML Dictionaries Concept of Operations</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Data_Tag_and_OS_Token_XML_Dictionaries_Concept_of_Operations&amp;diff=3824"/>
		<updated>2014-12-14T13:18:20Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Scope=&lt;br /&gt;
==Identification==&lt;br /&gt;
This is the Concept of Operations document for the XML Based PCGen Data Tag and OS Token Dictionaries.&lt;br /&gt;
&lt;br /&gt;
==Document Overview==&lt;br /&gt;
This document will identify the operational goals and needs for the XML based Data Tag and OS Token Dictionaries being developed for PCGen. This is intended to be an informal document and therefore will not include a number of elements found in formal ConOps.&lt;br /&gt;
&lt;br /&gt;
This is a document in development and therefore the outline included below will change as development proceeds.&lt;br /&gt;
  &lt;br /&gt;
==System Overview==&lt;br /&gt;
&lt;br /&gt;
=Referenced Documents=&lt;br /&gt;
The only document referenced within this ConOps is the current Tag and Token Dictionaries, both of which can be found here.&lt;br /&gt;
&lt;br /&gt;
=Concept for the Proposed System=&lt;br /&gt;
==Background, Objectives, and Scope== &lt;br /&gt;
==Description of the Proposed System==&lt;br /&gt;
==Modes of Operation==&lt;br /&gt;
==End-user Classes, other Involved Personnel==&lt;br /&gt;
==Support Environment==&lt;br /&gt;
&lt;br /&gt;
=Operational Scenarios=&lt;br /&gt;
==User Goal Use Case Diagram==&lt;br /&gt;
==User Goal Use Case Descriptions==&lt;br /&gt;
==Data Flow Diagrams (?)==&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Data_Tag_and_OS_Token_XML_Dictionaries_Concept_of_Operations&amp;diff=3823</id>
		<title>PCGen Data Tag and OS Token XML Dictionaries Concept of Operations</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Data_Tag_and_OS_Token_XML_Dictionaries_Concept_of_Operations&amp;diff=3823"/>
		<updated>2014-12-14T12:54:01Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Scope=&lt;br /&gt;
==Identification==&lt;br /&gt;
This is the Concept of Operations document for the XML Based PCGen Data Tag and OS Token Dictionaries.&lt;br /&gt;
&lt;br /&gt;
==Document Overview==&lt;br /&gt;
This document will identify the operational goals and needs for the XML based Data Tag and OS Token Dictionaries being developed for PCGen. This is intended to be an informal document and therefore will not include a number of elements found in formal ConOps.&lt;br /&gt;
&lt;br /&gt;
This is a document in development and therefore the outline included below will change as development proceeds.&lt;br /&gt;
  &lt;br /&gt;
==System Overview==&lt;br /&gt;
&lt;br /&gt;
=Referenced Documents=&lt;br /&gt;
The only document referenced within this ConOps is the current Tag and Token Dictionaries, both of which can be found here.&lt;br /&gt;
&lt;br /&gt;
=Current System=&lt;br /&gt;
==Background, Objectives, and Scope==&lt;br /&gt;
==Operational Policies and Constraints==&lt;br /&gt;
==Description of the Current System==&lt;br /&gt;
==Modes of Operation for Current System==&lt;br /&gt;
==End-user classes and Other Involved Personnel==&lt;br /&gt;
==Support Environment==&lt;br /&gt;
&lt;br /&gt;
=Concepts for the Proposed System=&lt;br /&gt;
==Background, Objectives, and Scope== &lt;br /&gt;
==Operational Policies and Constraints==&lt;br /&gt;
==Description of the Proposed System==&lt;br /&gt;
==Modes of Operation==&lt;br /&gt;
==End-user Classes, other Involved Personnel==&lt;br /&gt;
==Support Environment==&lt;br /&gt;
&lt;br /&gt;
=Operational Scenarios=&lt;br /&gt;
==User Goal Use Case Diagram==&lt;br /&gt;
==User Goal Use Case Descriptions==&lt;br /&gt;
==Data Flow Diagrams (?)==&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Tag_Dictionary_Conversion_to_XML&amp;diff=3822</id>
		<title>PCGen Tag Dictionary Conversion to XML</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Tag_Dictionary_Conversion_to_XML&amp;diff=3822"/>
		<updated>2014-12-14T12:42:49Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the LST Tag Dictionary Conversion Initiative page!&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The purpose of this effort is to convert the current LST Tag Dictionary from the HTML based format to an XML format more suitable to regular maintenance and automated processing in support of the DTP Initiative.&lt;br /&gt;
&lt;br /&gt;
The Tag Dictionary itself will be developed for three purposes:&lt;br /&gt;
* LST Tag Dictionary for LST Monkeys&lt;br /&gt;
* OS Token Dictionary for OS Monkeys&lt;br /&gt;
* LST/OS Token Dictionary for PCGen Developers&lt;br /&gt;
&lt;br /&gt;
==Proposed (Eventual) Products==&lt;br /&gt;
* XML Based LST Tag Dictionary File(s)&lt;br /&gt;
* XML Based OS Token Dictionary File(s)&lt;br /&gt;
* Java Based LST Tag/OS Token Dictionary Entry Editor&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The LST Tag/OS Token Dictionary to XML Project Roadmap is under development:&lt;br /&gt;
&lt;br /&gt;
* Develop [[PCGen Data Tag and OS Token XML Dictionaries Concept of Operations | Concept of Operations (In-work)]] for the Tag/Token XML Dictionaries&lt;br /&gt;
* Develop Tag/Token Dictionary Specification&lt;br /&gt;
* XML Schema for Tag/Token Dictionary&lt;br /&gt;
* Develop Java based Tag/Token Editor&lt;br /&gt;
* Convert Existing HTML Based Dictionary to XML&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
==Related Efforts==&lt;br /&gt;
* [[PCGen Documentation HTML Compliance Project]]&lt;br /&gt;
* [[PCGen Documentation Style Guide]]&lt;br /&gt;
* [[PCGen Documentation DTP Initiative]]&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Tools to be used in this effort will be added as they are identified.&lt;br /&gt;
&lt;br /&gt;
==Prior Discussion==&lt;br /&gt;
* [[http://tech.groups.yahoo.com/group/pcgen_experimental/message/9667| PCGen Experimental]]&lt;br /&gt;
&lt;br /&gt;
=Tasks and Status=&lt;br /&gt;
No tasks have been identified at this time.&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
! Task Description !! Tracker Number !! Doc Monkey !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Specifications and Requirements=&lt;br /&gt;
&lt;br /&gt;
==LST Tag Elements==&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|- &lt;br /&gt;
! Doc Element !! Data Example || Data Type || Data Description&lt;br /&gt;
|-&lt;br /&gt;
| Tag Status || New/Updated/Deprecated ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LST Tag Syntax || &amp;lt;lst tag&amp;gt;:&amp;lt;parameter list&amp;gt; ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Variables Used ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Tag Description ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Example LST Code ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Consolidation ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Example From ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Example To ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Deprecated Syntax ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Where Used ||  ||  ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Data_Tag_and_OS_Token_XML_Dictionaries_Concept_of_Operations&amp;diff=3821</id>
		<title>PCGen Data Tag and OS Token XML Dictionaries Concept of Operations</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Data_Tag_and_OS_Token_XML_Dictionaries_Concept_of_Operations&amp;diff=3821"/>
		<updated>2014-12-14T12:41:38Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: Created page with &amp;quot;{| align=&amp;quot;right&amp;quot;   | __TOC__   |}  =Scope= ==Identification== ==Document Overview== ==System Overview==  =Referenced Documents= The only document referenced within this ConOps...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Scope=&lt;br /&gt;
==Identification==&lt;br /&gt;
==Document Overview==&lt;br /&gt;
==System Overview==&lt;br /&gt;
&lt;br /&gt;
=Referenced Documents=&lt;br /&gt;
The only document referenced within this ConOps is the current Tag and Token Dictionaries, both of which can be found here.&lt;br /&gt;
&lt;br /&gt;
=Current System=&lt;br /&gt;
==Background, Objectives, and Scope==&lt;br /&gt;
==Operational Policies and Constraints==&lt;br /&gt;
==Description of the Current System==&lt;br /&gt;
==Modes of Operation for Current System==&lt;br /&gt;
==End-user classes and Other Involved Personnel==&lt;br /&gt;
==Support Environment==&lt;br /&gt;
&lt;br /&gt;
=Concepts for the Proposed System=&lt;br /&gt;
==Background, Objectives, and Scope== &lt;br /&gt;
==Operational Policies and Constraints==&lt;br /&gt;
==Description of the Proposed System==&lt;br /&gt;
==Modes of Operation==&lt;br /&gt;
==End-user Classes, other Involved Personnel==&lt;br /&gt;
==Support Environment==&lt;br /&gt;
&lt;br /&gt;
=Operational Scenarios=&lt;br /&gt;
==User Goal Use Case Diagram==&lt;br /&gt;
==User Goal Use Case Descriptions==&lt;br /&gt;
==Data Flow Diagrams (?)==&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Tag_Dictionary_Conversion_to_XML&amp;diff=3820</id>
		<title>PCGen Tag Dictionary Conversion to XML</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Tag_Dictionary_Conversion_to_XML&amp;diff=3820"/>
		<updated>2014-12-14T12:31:30Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the LST Tag Dictionary Conversion Initiative page!&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The purpose of this effort is to convert the current LST Tag Dictionary from the HTML based format to an XML format more suitable to regular maintenance and automated processing in support of the DTP Initiative.&lt;br /&gt;
&lt;br /&gt;
The Tag Dictionary itself will be developed for three purposes:&lt;br /&gt;
* LST Tag Dictionary for LST Monkeys&lt;br /&gt;
* OS Token Dictionary for OS Monkeys&lt;br /&gt;
* LST/OS Token Dictionary for PCGen Developers&lt;br /&gt;
&lt;br /&gt;
==Proposed (Eventual) Products==&lt;br /&gt;
* XML Based LST Tag Dictionary File(s)&lt;br /&gt;
* XML Based OS Token Dictionary File(s)&lt;br /&gt;
* Java Based LST Tag/OS Token Dictionary Entry Editor&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The LST Tag/OS Token Dictionary to XML Project Roadmap is under development:&lt;br /&gt;
&lt;br /&gt;
* Develop [[PCGen Data Tag and OS Token XML Dictionaries Concept of Operations | Concept of Operations]] for the Tag/Token XML Dictionaries&lt;br /&gt;
* Develop Tag/Token Dictionary Specification&lt;br /&gt;
* XML Schema for Tag/Token Dictionary&lt;br /&gt;
* Develop Java based Tag/Token Editor&lt;br /&gt;
* Convert Existing HTML Based Dictionary to XML&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
==Related Efforts==&lt;br /&gt;
* [[PCGen Documentation HTML Compliance Project]]&lt;br /&gt;
* [[PCGen Documentation Style Guide]]&lt;br /&gt;
* [[PCGen Documentation DTP Initiative]]&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Tools to be used in this effort will be added as they are identified.&lt;br /&gt;
&lt;br /&gt;
==Prior Discussion==&lt;br /&gt;
* [[http://tech.groups.yahoo.com/group/pcgen_experimental/message/9667| PCGen Experimental]]&lt;br /&gt;
&lt;br /&gt;
=Tasks and Status=&lt;br /&gt;
No tasks have been identified at this time.&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
! Task Description !! Tracker Number !! Doc Monkey !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Specifications and Requirements=&lt;br /&gt;
&lt;br /&gt;
==LST Tag Elements==&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|- &lt;br /&gt;
! Doc Element !! Data Example || Data Type || Data Description&lt;br /&gt;
|-&lt;br /&gt;
| Tag Status || New/Updated/Deprecated ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LST Tag Syntax || &amp;lt;lst tag&amp;gt;:&amp;lt;parameter list&amp;gt; ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Variables Used ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Tag Description ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Example LST Code ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Consolidation ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Example From ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Example To ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Deprecated Syntax ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Where Used ||  ||  ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Tag_Dictionary_Conversion_to_XML&amp;diff=3818</id>
		<title>PCGen Tag Dictionary Conversion to XML</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Tag_Dictionary_Conversion_to_XML&amp;diff=3818"/>
		<updated>2014-12-14T03:36:15Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the LST Tag Dictionary Conversion Initiative page!&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The purpose of this effort is to convert the current LST Tag Dictionary from the HTML based format to an XML format more suitable to regular maintenance and automated processing in support of the DTP Initiative.&lt;br /&gt;
&lt;br /&gt;
The Tag Dictionary itself will be developed for three purposes:&lt;br /&gt;
* LST Tag Dictionary for LST Monkeys&lt;br /&gt;
* OS Token Dictionary for OS Monkeys&lt;br /&gt;
* LST/OS Token Dictionary for PCGen Developers&lt;br /&gt;
&lt;br /&gt;
==Proposed (Eventual) Products==&lt;br /&gt;
* XML Based LST Tag Dictionary File(s)&lt;br /&gt;
* XML Based OS Token Dictionary File(s)&lt;br /&gt;
* Java Based LST Tag/OS Token Dictionary Entry Editor&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The LST Tag/OS Token Dictionary to XML Project Roadmap is under development:&lt;br /&gt;
&lt;br /&gt;
* Develop [[PCGen Data Tag and OS Token XML Dictionaries ConOps | Concept of Operations]] for the Tag/Token XML Dictionaries&lt;br /&gt;
* Develop Tag/Token Dictionary Specification&lt;br /&gt;
* XML Schema for Tag/Token Dictionary&lt;br /&gt;
* Develop Java based Tag/Token Editor&lt;br /&gt;
* Convert Existing HTML Based Dictionary to XML&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
==Related Efforts==&lt;br /&gt;
* [[PCGen Documentation HTML Compliance Project]]&lt;br /&gt;
* [[PCGen Documentation Style Guide]]&lt;br /&gt;
* [[PCGen Documentation DTP Initiative]]&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Tools to be used in this effort will be added as they are identified.&lt;br /&gt;
&lt;br /&gt;
==Prior Discussion==&lt;br /&gt;
* [[http://tech.groups.yahoo.com/group/pcgen_experimental/message/9667| PCGen Experimental]]&lt;br /&gt;
&lt;br /&gt;
=Tasks and Status=&lt;br /&gt;
No tasks have been identified at this time.&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
! Task Description !! Tracker Number !! Doc Monkey !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Specifications and Requirements=&lt;br /&gt;
&lt;br /&gt;
==LST Tag Elements==&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|- &lt;br /&gt;
! Doc Element !! Data Example || Data Type || Data Description&lt;br /&gt;
|-&lt;br /&gt;
| Tag Status || New/Updated/Deprecated ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LST Tag Syntax || &amp;lt;lst tag&amp;gt;:&amp;lt;parameter list&amp;gt; ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Variables Used ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Tag Description ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Example LST Code ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Consolidation ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Example From ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Example To ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Deprecated Syntax ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Where Used ||  ||  ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Tag_Dictionary_Conversion_to_XML&amp;diff=3817</id>
		<title>PCGen Tag Dictionary Conversion to XML</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Tag_Dictionary_Conversion_to_XML&amp;diff=3817"/>
		<updated>2014-12-14T03:30:47Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the LST Tag Dictionary Conversion Initiative page!&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The purpose of this effort is to convert the current LST Tag Dictionary from the HTML based format to an XML format more suitable to regular maintenance and automated processing in support of the DTP Initiative.&lt;br /&gt;
&lt;br /&gt;
The Tag Dictionary itself will be developed for three purposes:&lt;br /&gt;
* LST Tag Dictionary for LST Monkeys&lt;br /&gt;
* OS Token Dictionary for OS Monkeys&lt;br /&gt;
* LST/OS Token Dictionary for PCGen Developers&lt;br /&gt;
&lt;br /&gt;
==Proposed (Eventual) Products==&lt;br /&gt;
* XML Based LST Tag Dictionary File(s)&lt;br /&gt;
* XML Based OS Token Dictionary File(s)&lt;br /&gt;
* Java Based LST Tag/OS Token Dictionary Entry Editor&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The LST Tag/OS Token Dictionary to XML Project Roadmap is under development:&lt;br /&gt;
&lt;br /&gt;
* Develop [[Tag/Token XML Conversion ConOps | Concept of Operations]] for the Tag/Token XML Dictionaries&lt;br /&gt;
* Develop Tag/Token Dictionary Specification&lt;br /&gt;
* XML Schema for Tag/Token Dictionary&lt;br /&gt;
* Develop Java based Tag/Token Editor&lt;br /&gt;
* Convert Existing HTML Based Dictionary to XML&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
==Related Efforts==&lt;br /&gt;
* [[PCGen Documentation HTML Compliance Project]]&lt;br /&gt;
* [[PCGen Documentation Style Guide]]&lt;br /&gt;
* [[PCGen Documentation DTP Initiative]]&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Tools to be used in this effort will be added as they are identified.&lt;br /&gt;
&lt;br /&gt;
==Prior Discussion==&lt;br /&gt;
* [[http://tech.groups.yahoo.com/group/pcgen_experimental/message/9667| PCGen Experimental]]&lt;br /&gt;
&lt;br /&gt;
=Tasks and Status=&lt;br /&gt;
No tasks have been identified at this time.&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
! Task Description !! Tracker Number !! Doc Monkey !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Specifications and Requirements=&lt;br /&gt;
&lt;br /&gt;
==LST Tag Elements==&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|- &lt;br /&gt;
! Doc Element !! Data Example || Data Type || Data Description&lt;br /&gt;
|-&lt;br /&gt;
| Tag Status || New/Updated/Deprecated ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LST Tag Syntax || &amp;lt;lst tag&amp;gt;:&amp;lt;parameter list&amp;gt; ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Variables Used ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Tag Description ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Example LST Code ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Consolidation ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Example From ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Example To ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Deprecated Syntax ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Where Used ||  ||  ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Tag_Dictionary_Conversion_to_XML&amp;diff=3816</id>
		<title>PCGen Tag Dictionary Conversion to XML</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Tag_Dictionary_Conversion_to_XML&amp;diff=3816"/>
		<updated>2014-12-14T03:28:51Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the LST Tag Dictionary Conversion Initiative page!&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The purpose of this effort is to convert the current LST Tag Dictionary from the HTML based format to an XML format more suitable to regular maintenance and automated processing in support of the DTP Initiative.&lt;br /&gt;
&lt;br /&gt;
The Tag Dictionary itself will be developed for three purposes:&lt;br /&gt;
* LST Tag Dictionary for LST Monkeys&lt;br /&gt;
* OS Token Dictionary for OS Monkeys&lt;br /&gt;
* LST/OS Token Dictionary for PCGen Developers&lt;br /&gt;
&lt;br /&gt;
==Proposed (Eventual) Products==&lt;br /&gt;
* XML Based LST Tag Dictionary File(s)&lt;br /&gt;
* XML Based OS Token Dictionary File(s)&lt;br /&gt;
* Java Based LST Tag/OS Token Dictionary Entry Editor&lt;br /&gt;
&lt;br /&gt;
==Roadmap==&lt;br /&gt;
The LST Tag/OS Token Dictionary to XML Project Roadmap is under development:&lt;br /&gt;
&lt;br /&gt;
* Develop Concept of Operations for the Tag/Token XML Dictionaries&lt;br /&gt;
* Develop Tag/Token Dictionary Specification&lt;br /&gt;
* XML Schema for Tag/Token Dictionary&lt;br /&gt;
* Develop Java based Tag/Token Editor&lt;br /&gt;
* Convert Existing HTML Based Dictionary to XML&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
==Related Efforts==&lt;br /&gt;
* [[PCGen Documentation HTML Compliance Project]]&lt;br /&gt;
* [[PCGen Documentation Style Guide]]&lt;br /&gt;
* [[PCGen Documentation DTP Initiative]]&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Tools to be used in this effort will be added as they are identified.&lt;br /&gt;
&lt;br /&gt;
==Prior Discussion==&lt;br /&gt;
* [[http://tech.groups.yahoo.com/group/pcgen_experimental/message/9667| PCGen Experimental]]&lt;br /&gt;
&lt;br /&gt;
=Tasks and Status=&lt;br /&gt;
No tasks have been identified at this time.&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|-&lt;br /&gt;
! Task Description !! Tracker Number !! Doc Monkey !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Specifications and Requirements=&lt;br /&gt;
&lt;br /&gt;
==LST Tag Elements==&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|- &lt;br /&gt;
! Doc Element !! Data Example || Data Type || Data Description&lt;br /&gt;
|-&lt;br /&gt;
| Tag Status || New/Updated/Deprecated ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LST Tag Syntax || &amp;lt;lst tag&amp;gt;:&amp;lt;parameter list&amp;gt; ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Variables Used ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Tag Description ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Example LST Code ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Consolidation ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Example From ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| .MOD Example To ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Deprecated Syntax ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| Where Used ||  ||  ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Eric_C_Smith&amp;diff=3755</id>
		<title>Eric C Smith</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Eric_C_Smith&amp;diff=3755"/>
		<updated>2014-10-08T23:35:06Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
Eric C Smith, aka Maredudd, aka Tenacious Monkey, has been a member of the PCGen team since Sept/Oct of '06.&lt;br /&gt;
&lt;br /&gt;
=Teams=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Team || Rank&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin]] - [[Release]] || [[Explanation of Teams#Chimp|Chimp]] (Mac and OOC Releases)&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin]] - [[Tracker]] || [[Explanation of Teams#Chimp|Chimp]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin]] - [[Website]] || [[Explanation of Teams#Lemur|Tamarin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Content]] - [[Documentation]]|| [[Explanation of Teams#Second|2nd]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Content]] - [[Data]] || [[Explanation of Teams#Chimp|Chimp]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Public Relations|PR]] - [[Publisher Liaison]] || [[Explanation of Teams#Chimp|Chimp]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Public Relations|PR]] - [[Data License]] || [[Explanation of Teams#Chimp|Chimp]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Public Relations|PR]] - [[Advertising]] || [[Explanation of Teams#Chimp|Chimp]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Contact Details=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Timezone || GMT -5 (US EST)&lt;br /&gt;
|-&lt;br /&gt;
| Email || maredudd@blackroot.org&lt;br /&gt;
|-&lt;br /&gt;
| AIM ID || Maredudd&lt;br /&gt;
|-&lt;br /&gt;
| Yahoo Chat ID || maredudd800&lt;br /&gt;
|-&lt;br /&gt;
| SF ID || maredudd800&lt;br /&gt;
|-&lt;br /&gt;
| Web Site || http://www.blackroot.org&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Trackers=&lt;br /&gt;
* Documentation Trackers&lt;br /&gt;
* New Tag Trackers&lt;br /&gt;
* Data Trackers&lt;br /&gt;
* New Source Trackers&lt;br /&gt;
&lt;br /&gt;
=General  Tasks=&lt;br /&gt;
* General Doc 2nd duties&lt;br /&gt;
* Performing OGL reviews on new data sets.&lt;br /&gt;
* Work documentation issues.&lt;br /&gt;
&lt;br /&gt;
=Specific Documentation Tasks=&lt;br /&gt;
* [[PCGen Tag Dictionary Conversion to XML]]&lt;br /&gt;
* [[PCGen Documentation Style Guide]].&lt;br /&gt;
: * [[Documentation Style Review Status]] page.&lt;br /&gt;
&lt;br /&gt;
=Specific Data Tasks=&lt;br /&gt;
* [[PCGen Support for Savage Worlds|Developing Savage Worlds GameMode and Data Set]]&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Documentation_Restructuring&amp;diff=3704</id>
		<title>PCGen Documentation Restructuring</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Documentation_Restructuring&amp;diff=3704"/>
		<updated>2014-07-26T02:09:34Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
=Purpose=&lt;br /&gt;
&lt;br /&gt;
=Status=&lt;br /&gt;
&lt;br /&gt;
=Scope=&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
=Proposed Restructuring=&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Documentation_Restructuring&amp;diff=3703</id>
		<title>PCGen Documentation Restructuring</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Documentation_Restructuring&amp;diff=3703"/>
		<updated>2014-07-26T02:08:17Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
=Purpose=&lt;br /&gt;
&lt;br /&gt;
=Status=&lt;br /&gt;
&lt;br /&gt;
=Scope=&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
=Proposal=&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Documentation_Restructuring&amp;diff=3702</id>
		<title>PCGen Documentation Restructuring</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Documentation_Restructuring&amp;diff=3702"/>
		<updated>2014-07-26T02:06:00Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: Created page with &amp;quot;{| align=&amp;quot;right&amp;quot;   | __TOC__   |} = Introduction =&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
= Introduction =&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Documentation&amp;diff=3701</id>
		<title>Documentation</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Documentation&amp;diff=3701"/>
		<updated>2014-07-26T02:05:47Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the Wiki section of the Documentation team! The Documentation team is a sub team under the umbrella of the [[Content]] team.&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
To provide effective, accurate, clear and easy to use documentation for PCGen that will allow the user to use the program and supplied data to the fullest effect, whether creating and playing characters or creating their own data sets.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
* [[Joining the Docs Team]]&lt;br /&gt;
* [[Basic Developer Setup]] - This resource is aimed specifically at new Code Monkeys but can be used by new Doc Monkeys as well, at least for help in setting up an IDE to access the Repository.&lt;br /&gt;
* [[Subversion Setup]] - Like the previous page, this page is aimed specifically at Code Monkeys but new Doc Monkeys can use it to help get setup with Subversion.&lt;br /&gt;
* [http://pcgen.svn.sourceforge.net/viewvc/*checkout*/pcgen/Trunk/pcgen/docs/standards.html LST File Documentation Standard]&lt;br /&gt;
* [[Documentation Update Process]]&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
* [[PCGen Documentation Restructuring]]&lt;br /&gt;
* [[Variable Documentation Project]]&lt;br /&gt;
&lt;br /&gt;
=Active Team Members=&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Silverback|Silverback]]===&lt;br /&gt;
* [[Chris Chandler|Barak]] &lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#2nd|2nd]]===&lt;br /&gt;
* [[Eric C Smith]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Chimp|Chimp]]===&lt;br /&gt;
* [[Chris Chandler|Barak]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Gibbon|Gibbon]]===&lt;br /&gt;
* [[Martijn Verburg]]&lt;br /&gt;
* [[Stefan Radermacher]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Tamarin|Tamarin]]===&lt;br /&gt;
* [[LegacyKing|Andrew Maitland]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Lemur|Lemur]]===&lt;br /&gt;
* Matt Chambers&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* Matt Thompson&lt;br /&gt;
&lt;br /&gt;
=Inactive Team Members=&lt;br /&gt;
&lt;br /&gt;
===Chimp===&lt;br /&gt;
* [[Eddy Anthony]]&lt;br /&gt;
* [[Frank Kliewe]]&lt;br /&gt;
&lt;br /&gt;
===Gibbon===&lt;br /&gt;
* Aaron Divinsky&lt;br /&gt;
* Sigurdur H. Olafsson&lt;br /&gt;
* [[Terry FitzSimons]]&lt;br /&gt;
* [[Tir Gwaith]]&lt;br /&gt;
&lt;br /&gt;
===Lemur===&lt;br /&gt;
* David Lim&lt;br /&gt;
* Michael Durant&lt;br /&gt;
* Fluxxdog&lt;br /&gt;
* Dave Cheever&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* [[Charles Burkett]]&lt;br /&gt;
* deltadave&lt;br /&gt;
* Miriam Sexton&lt;br /&gt;
&lt;br /&gt;
=Major Initiatives=&lt;br /&gt;
* [[PCGen Documentation HTML Compliance Project]]&lt;br /&gt;
* [[PCGen Documentation Style Guide]] Development Project&lt;br /&gt;
* [[PCGen Tag Dictionary Conversion to XML]]&lt;br /&gt;
* [[PCGen Documentation DTP Initiative]]&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Documentation_Restructuring_Proposal&amp;diff=3700</id>
		<title>PCGen Documentation Restructuring Proposal</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Documentation_Restructuring_Proposal&amp;diff=3700"/>
		<updated>2014-07-26T02:05:14Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Documentation_Restructuring_Proposal&amp;diff=3699</id>
		<title>PCGen Documentation Restructuring Proposal</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Documentation_Restructuring_Proposal&amp;diff=3699"/>
		<updated>2014-07-26T02:03:48Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: Created page with &amp;quot;{| align=&amp;quot;right&amp;quot;   | __TOC__   |} = Introduction =&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
= Introduction =&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Documentation&amp;diff=3698</id>
		<title>Documentation</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Documentation&amp;diff=3698"/>
		<updated>2014-07-26T02:02:27Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the Wiki section of the Documentation team! The Documentation team is a sub team under the umbrella of the [[Content]] team.&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
To provide effective, accurate, clear and easy to use documentation for PCGen that will allow the user to use the program and supplied data to the fullest effect, whether creating and playing characters or creating their own data sets.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
* [[Joining the Docs Team]]&lt;br /&gt;
* [[Basic Developer Setup]] - This resource is aimed specifically at new Code Monkeys but can be used by new Doc Monkeys as well, at least for help in setting up an IDE to access the Repository.&lt;br /&gt;
* [[Subversion Setup]] - Like the previous page, this page is aimed specifically at Code Monkeys but new Doc Monkeys can use it to help get setup with Subversion.&lt;br /&gt;
* [http://pcgen.svn.sourceforge.net/viewvc/*checkout*/pcgen/Trunk/pcgen/docs/standards.html LST File Documentation Standard]&lt;br /&gt;
* [[Documentation Update Process]]&lt;br /&gt;
&lt;br /&gt;
===Sub Projects===&lt;br /&gt;
* [[PCGen Documentation Restructuring Proposal]]&lt;br /&gt;
* [[Variable Documentation Project]]&lt;br /&gt;
&lt;br /&gt;
=Active Team Members=&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Silverback|Silverback]]===&lt;br /&gt;
* [[Chris Chandler|Barak]] &lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#2nd|2nd]]===&lt;br /&gt;
* [[Eric C Smith]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Chimp|Chimp]]===&lt;br /&gt;
* [[Chris Chandler|Barak]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Gibbon|Gibbon]]===&lt;br /&gt;
* [[Martijn Verburg]]&lt;br /&gt;
* [[Stefan Radermacher]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Tamarin|Tamarin]]===&lt;br /&gt;
* [[LegacyKing|Andrew Maitland]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Lemur|Lemur]]===&lt;br /&gt;
* Matt Chambers&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* Matt Thompson&lt;br /&gt;
&lt;br /&gt;
=Inactive Team Members=&lt;br /&gt;
&lt;br /&gt;
===Chimp===&lt;br /&gt;
* [[Eddy Anthony]]&lt;br /&gt;
* [[Frank Kliewe]]&lt;br /&gt;
&lt;br /&gt;
===Gibbon===&lt;br /&gt;
* Aaron Divinsky&lt;br /&gt;
* Sigurdur H. Olafsson&lt;br /&gt;
* [[Terry FitzSimons]]&lt;br /&gt;
* [[Tir Gwaith]]&lt;br /&gt;
&lt;br /&gt;
===Lemur===&lt;br /&gt;
* David Lim&lt;br /&gt;
* Michael Durant&lt;br /&gt;
* Fluxxdog&lt;br /&gt;
* Dave Cheever&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* [[Charles Burkett]]&lt;br /&gt;
* deltadave&lt;br /&gt;
* Miriam Sexton&lt;br /&gt;
&lt;br /&gt;
=Major Initiatives=&lt;br /&gt;
* [[PCGen Documentation HTML Compliance Project]]&lt;br /&gt;
* [[PCGen Documentation Style Guide]] Development Project&lt;br /&gt;
* [[PCGen Tag Dictionary Conversion to XML]]&lt;br /&gt;
* [[PCGen Documentation DTP Initiative]]&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=3592</id>
		<title>Data LST Standards</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Data_LST_Standards&amp;diff=3592"/>
		<updated>2014-05-18T03:25:49Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===General Object Naming Standards===&lt;br /&gt;
&lt;br /&gt;
These are general rules for the naming of classes, feats, races and other objects.&lt;br /&gt;
&lt;br /&gt;
Characters approved for use in object names are: upper and lower case letters, numbers, single spaces in between multiple words (never before or after) and the following glyphs: underscore (_), dash (-), apostrophe ('), parentheses (), slash (/), and a tilde (~).&lt;br /&gt;
&lt;br /&gt;
The following alpha characters shall not be used in object names: Comma (,), Pipe (|), Backslashe (\), Colon (:), Semicolon (;), Period (.), Bracket ([]), Percent (%), Asterisk (*) and Equals (=).&lt;br /&gt;
&lt;br /&gt;
Two words separated by a dash should both be capitalized. (Example: Low-Light Vision)&lt;br /&gt;
&lt;br /&gt;
Within these limits the name should be as close as possible to the published source.&lt;br /&gt;
&lt;br /&gt;
EXCEPTION to the Naming Convention, if you use a KEY name, the Name acts as OUTPUTNAME and may use commas. The KEY MUST ADHERE to the General rules for the naming of all objects at ALL times. If the name has a Comma (,) the section after shall use Parenthesis in the KEY. Example: Beast Totem, Greater becomes Beast Totem (Greater). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability Naming Standard:&lt;br /&gt;
&lt;br /&gt;
PublisherAbilityName &amp;lt;TAB&amp;gt; KEY:Granting Object ~ NameOfAbility&lt;br /&gt;
&lt;br /&gt;
Example: Barbarian Class has 'Rage' as a Class Feature we would do it as such -&lt;br /&gt;
&lt;br /&gt;
Rage &amp;lt;TAB&amp;gt; KEY:Barbarian ~ Rage&lt;br /&gt;
&lt;br /&gt;
Objects Belonging to a Group of Selections should use the Originating Ability Name as the Granting Object to follow this pattern. Example: Rage Powers from Barbarian  would be done 'Barbarian ~ Rage Powers' and then the powers themselves would be 'Rage Powers ~ Name of Power'&lt;br /&gt;
&lt;br /&gt;
   Rage Powers ~ Beast Totem (Greater)&lt;br /&gt;
   Rage Powers ~ Beast Totem (Lesser)&lt;br /&gt;
   Rage Powers ~ Brawler&lt;br /&gt;
&lt;br /&gt;
===Additional Restrictions===&lt;br /&gt;
&lt;br /&gt;
* No object may be named a valid number (even 0x45 or 1e20 could be a problem) as items with optional count can fail.&lt;br /&gt;
* No object may be called &amp;quot;ANY&amp;quot; or &amp;quot;ALL&amp;quot; or &amp;quot;LIST&amp;quot;.&lt;br /&gt;
* No Class may be called &amp;quot;HIGHESTLEVELCLASS&amp;quot;.&lt;br /&gt;
* No Equipment may be called &amp;quot;Total&amp;quot;.&lt;br /&gt;
* No Weaponprof may be called &amp;quot;DEITYWEAPON&amp;quot;.&lt;br /&gt;
* No equipment (or eqmod ITYPE) may use the types &amp;quot;ADD&amp;quot; or &amp;quot;REMOVE&amp;quot;. Further restrictions discovered: 'THROWN', 'RANGED', 'WEAPON'. &amp;lt;&amp;lt; Need to clarify with code if we can override this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Variable Naming Standards===&lt;br /&gt;
&lt;br /&gt;
Variables syntax should start with a letter and should be composed of only letters, underscores (_) and numbers. Do not use Hyphens, Dashes or Emdashs (-) as the program will think the Variable is a formula 'XYZ-ABC'. Our standard is to use only letters, and capitalizing individual words for readability.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
  ''''SneakAttackDice''''&lt;br /&gt;
  ''''UncannyDodgeFlankingLVL''''&lt;br /&gt;
  ''''AnimalCompanionLVL''''&lt;br /&gt;
  ''''PoisonDC''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   Variables should be Full Words and end in what they are doing. Listed below are the standard Ends for our Variable Names. Each one indicates a certain function:&lt;br /&gt;
  '''LVL''' &amp;lt;-- Short for Level (Used with Classes and Progressions)&lt;br /&gt;
  '''Dice''' &amp;lt;-- Number of Dice in a '''x'''dy format, with Dice being the '''X'''.&lt;br /&gt;
  '''DieSize''' &amp;lt;-- Die Size in a xd'''y''' format, with DieSize being the '''Y'''.&lt;br /&gt;
  '''Bonus''' &amp;lt;-- Used for '+x' formats, class features that have &amp;quot;Ability +1&amp;quot;&lt;br /&gt;
  '''Count''' &amp;lt;-- This means counting involved, used for Feat Pools, or Selections. Example: How many Fighter Feats do you have.&lt;br /&gt;
  '''DC''' &amp;lt;-- Used for items that have a 'DC x' format.&lt;br /&gt;
  '''Times''' &amp;lt;-- Used for items that use 'x/day' style format&lt;br /&gt;
  '''Duration''' &amp;lt;-- Used for items that have a Duration &lt;br /&gt;
&lt;br /&gt;
Examples of this naming:&lt;br /&gt;
  ClassNameLVL&lt;br /&gt;
  SneakAttackDice&lt;br /&gt;
  SneakAttackDieSize&lt;br /&gt;
  FighterBonusFeatCount&lt;br /&gt;
  AssassinSaveBonus&lt;br /&gt;
  DeathAttackDC&lt;br /&gt;
&lt;br /&gt;
There should be at least one, 'DEFINE' per variable and the DEFINE should be set at 0. All adjustments of the Variable will then use a BONUS:VAR statement. Per Code Silverback (James Dempsey): Define is evaluated once in the code, therefore using DEFINE to any value other than 0 can cause issues for characters. The exception we make is CLASS LINE - As this re-evaluates at each level change.&lt;br /&gt;
&lt;br /&gt;
Only SYSTEM hard-coded variable names are all capitals. Any Data Team created variables are restricted to Mixed Case only.&lt;br /&gt;
&lt;br /&gt;
Variables should ''always'' have the DEFINE set within the originating object where it is first used or encountered.&lt;br /&gt;
&lt;br /&gt;
It is good practice to leave comments within the data sets LST code explaining what variables have been used in the set, what their purpose is and how they are to be used. UPDATE: Hopefully, moving to using consistent naming patterns the documentation won't be as necessary.&lt;br /&gt;
&lt;br /&gt;
Our old Standard was to do variables for Classes in the class file. This is no longer optimal for the existing sets. All Classes that need to use 'CL' will replace 'CL' with '&amp;lt;ClassNameLVL&amp;gt;' and then move the Variable formula to the Ability it applies too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General EQMOD Naming Standards===&lt;br /&gt;
&lt;br /&gt;
EQMOD keys 'KEY:EQMOD_NAME' are to be in all capital letters and may only contain letters, numbers and underscores (&amp;quot;_&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Each word should be separated by an underscore character for ease in reading.&lt;br /&gt;
&lt;br /&gt;
For purposes of abbreviation the letter limit on the first and second sections of the Key name is 8 and 7.&lt;br /&gt;
&lt;br /&gt;
EQMODs for different item types (Weapon vs. Armor for example) will be done as separate EQMODs.&lt;br /&gt;
&lt;br /&gt;
Materials which list different pricing for different item types or sub types (Light Armor vs. Medium Armor for example) will be done as separate EQMODs for each price type.&lt;br /&gt;
&lt;br /&gt;
Special Naming for EQMOD Keys:&lt;br /&gt;
  ARMR &amp;lt;-- Armor&lt;br /&gt;
  LT &amp;lt;-- Light&lt;br /&gt;
  MED &amp;lt;-- Medium&lt;br /&gt;
  HVY &amp;lt;-- Heavy&lt;br /&gt;
  SHLD &amp;lt;-- Shield&lt;br /&gt;
  WEAP &amp;lt;-- Weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Usages===&lt;br /&gt;
&lt;br /&gt;
KEY use should follow the following format&lt;br /&gt;
&lt;br /&gt;
* For EQMODS&lt;br /&gt;
** ALL UPPERCASE&lt;br /&gt;
** Spaces will be underscores '_'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Commenting In .lst Files Standard===&lt;br /&gt;
&lt;br /&gt;
In an effort to make our use of comments in .lst files more uniform (and hopefully more useful), the following standard has been adopted regarding what comments should be in the file and how they should be done.&lt;br /&gt;
&lt;br /&gt;
At the top of the file the original author should enter the following (this should be in every file from the date of adoption of this standard forward):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; ORIGINAL ENTRY: &amp;lt;name, handle, etc.&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; ORIGINAL ENTRY DATE: &amp;lt;####/##/## date of original entry&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the date should be in the format of YEAR/MONTH/DAY&lt;br /&gt;
&lt;br /&gt;
The rest of these recommendations are to be used on an as needed basis.  These types of entries should appear immediately above the item/feat/object they are referring to.  For ease of reading, please restrict each line to one screen width, using multiple lines (all with the appropriate comment heading in front) if necessary.  As a further aid to reading the comments and identifying what they apply to, a blank line should be left above the first of these comment lines and there should also be a blank line below the object line the comment(s) refer to (see examples below).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NEEDS CODE WORK:  &amp;lt;explanation of code work needed, tracker # if there is one&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NEEDS DATA WORK:  &amp;lt;explanation of data work needed&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; WORKAROUND:  &amp;lt;explanation of workaround being used&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; PARTIAL WORKAROUND:  &amp;lt;explanation of partial workaround and what is supposed to be happening but isn't&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; COMMENT:  &amp;lt;elaboration on a difficult concept/implementation that the creator feels needs explanation (like all the barbarian rage vars)&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More than one of these could be used in concert if there were a workaround in place but a better solution was expected from code, you might have a NEEDS CODE WORK and a WORKAROUND for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Examples as they should appear in a .lst file'':&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; ORIGINAL ENTRY: Barak &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;# ORIGINAL ENTRY DATE: 2011/06/23&lt;br /&gt;
&lt;br /&gt;
Feat 1&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 2&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NEEDS CODE WORK: Cannot track *when* feat was taken, so adding +1 hp per level after is impossible - CDOM should fix this &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; WORKAROUND: Will implement the +1 hp - but it won't be correct. Basing calculation on fighter levels TL-6 &amp;lt;br&amp;gt;&lt;br /&gt;
Feat 4&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 5&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NEEDS CODE WORK: Need a way to tally total ranks in type.knowledge where you must have at least 3 different knowledge skills. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NEEDS CODE WORK: Current tag can get 20, but not the three part. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; PARTIAL WORKAROUND: Coding to test for the total ranks, DM will have to monitor the total of three knowledge skills required &amp;lt;br&amp;gt;&lt;br /&gt;
Feat 7&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 8&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 9&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 10&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 11&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 12&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; COMMENT: The ExtShokQual variable will override the normal PREREQs for those classes that&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; COMMENT: gain this as a class ability without having to meet the prereqs.&amp;lt;br&amp;gt;&lt;br /&gt;
Feat 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===File Naming and Folder Names===&lt;br /&gt;
* Submitted Oct 15th, 2010&lt;br /&gt;
&lt;br /&gt;
* All titles and folders will adhere to lower case and spaces will be replaced by '_' underscores.&lt;br /&gt;
* Publisher &amp;gt; All books are identified by Primary Publisher or one holding current License if known&lt;br /&gt;
* Book Type &amp;gt; Core / Supplemental Title Group&lt;br /&gt;
* Book Name&lt;br /&gt;
* Files shall follow short name of book using short pub name and book name. Adhere to 3 to 5 letter book abbreviation by publisher if known. The PCC master file will be the full name of the book.&lt;br /&gt;
* Underscore (_) before the pcc file name will keep the file at the top of the list.&lt;br /&gt;
&lt;br /&gt;
* Example:&lt;br /&gt;
** paizo&lt;br /&gt;
** pathfinder_rpg&lt;br /&gt;
** core_rulebook&lt;br /&gt;
** _core_rulebook.pcc&lt;br /&gt;
** cr_abilities.lst&lt;br /&gt;
** etc.&lt;br /&gt;
&lt;br /&gt;
===File Reference===&lt;br /&gt;
* Submitted May 28th, 2012&lt;br /&gt;
&lt;br /&gt;
For Conversion Folders - when referencing a folder above the conversion folder ALWAYS use RELATIVE file paths, not absolutes, otherwise your paths will be broken and you'll be forcing fixes as the files transition between NFD, to ALPHA, To the full release folder. The only case this is not PLAUSIBLE is reference to other source books OUTSIDE the sourcebook folder, i.e. you need to reference material in another source book.&lt;br /&gt;
&lt;br /&gt;
One Folder Up:&lt;br /&gt;
    ../&amp;lt;filename&amp;gt;.lst&lt;br /&gt;
&lt;br /&gt;
Folder below:&lt;br /&gt;
    &amp;lt;folder_name&amp;gt;/&amp;lt;filename&amp;gt;.xxx&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PCC Stuff===&lt;br /&gt;
CAMPAIGN:&amp;gt;book name&amp;lt; or 'My Pathfinder Campaign' (home brew name) or 'Pathfinder Society'&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - CAMPAIGN:Advanced Players Guide&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - CAMPAIGN:Curse of the Crimson Throne, Chapter 1: Edge of Anarchy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - CAMPAIGN:Inner Sea World Guide&amp;lt;br&amp;gt;&lt;br /&gt;
KEY:&amp;gt;PCGen Key Rules Apply&amp;lt;&amp;lt;br&amp;gt; Instead of Parenthesis, we use dash (-) instead of Commas as PRECAMPAIGN will not work with Commas!&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - KEY:Curse of the Crimson Throne - Chapter 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RANK:1-9&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NOTE - Follow these rules - 1 (Core Rulebook), 2 (capaign settings), 3 (supplements), 4 (web/blog), 5 (3rd party campaign settings), 6(3rd party supplements), 7(3rd party web/blog), 8 &amp;amp; 9 (Homebrew)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - RANK:3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - RANK:3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - RANK:2&amp;lt;br&amp;gt;&lt;br /&gt;
TYPE:Paizo Publishing.&amp;gt;Type of book = Core Rulebook, Player Companion, Campaign Setting, Adventure Path, Web Enhancement, Paizo Blog, &amp;gt;Homebrew&amp;lt;.&amp;gt;campaign setting name/adventure path name&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NOTE - Max of 3 type's only, last type is optional&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - TYPE:Paizo Publishing.Supplement&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - TYPE:Paizo Publishing.Adventure Path.Curse of the Crimson Throne&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - TYPE:Paizo Publishing.Campaign Setting&amp;lt;br&amp;gt;&lt;br /&gt;
STATUS:TESTONLY, ALPHA, BETA, RELEASE &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - STATUS:RELEASE&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - STATUS:BETA&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - STATUS:ALPHA&amp;lt;br&amp;gt;&lt;br /&gt;
BOOKTYPE:Core Rules, Supplement, Adventure, Campaign Setting, Homebrew&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - BOOKTYPE:Supplement&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - BOOKTYPE:Adventure&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - BOOKTYPE:Campaign Setting&amp;lt;br&amp;gt;&lt;br /&gt;
SETTING:Pathfinder and/or &amp;gt;overall setting name&amp;lt; and/or &amp;gt;setting regional name&amp;lt; and/or &amp;gt;specific location name&amp;lt; or Pathfinder Society or Homebrew or &amp;gt;campaign setting name&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NOTE - SETTING is pipe delimited&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - Pathfinder&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - Pathfinder|Golarion&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - Pathfinder|Golarion|Inner Sea&amp;lt;br&amp;gt;&lt;br /&gt;
PRECAMPAIGN:#,BOOKTYPE=&amp;gt;BOOKTYPE name&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
!PRECAMPAIGN:#,BOOKTYPE=&amp;gt;BOOKTYPE name&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; NOTE - PREMULT works in these files - ignore the prettylst message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - PRECAMPAIGN:1,BOOKTYPE=Core Rules&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - !PRECAMPAIGN:1,Character Traits Web Enhancement,BOOKTYPE=Complete Core&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - PREMULT:2,[PRECAMPAIGN:1,BOOKTYPE=Core Rules],[!PRECAMPAIGN:1,Character Traits Web Enhancement,BOOKTYPE=Complete Core]&amp;lt;br&amp;gt;&lt;br /&gt;
PUBNAMELONG:Paizo Publishing, LLC&amp;lt;br&amp;gt;&lt;br /&gt;
PUBNAMESHORT:Paizo&amp;lt;br&amp;gt;&lt;br /&gt;
PUBNAMEWEB:http://paizo.com&amp;lt;br&amp;gt;&lt;br /&gt;
SOURCELONG:&amp;gt;full book name&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCELONG:Advanced Player's Guide&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCELONG:Curse of the Crimson Throne, Chapter 1: Edge of Anarchy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCELONG:Inner Sea World Guide&amp;lt;br&amp;gt;&lt;br /&gt;
SOURCESHORT:&amp;gt;short book name&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCESHORT:APG&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCESHORT:EOA&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCESHORT:ISWG&amp;lt;br&amp;gt;&lt;br /&gt;
SOURCEWEB:&amp;gt;url link to exact store location&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8fo1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCEWEB:http://paizo.com/pathfinder/adventurePath/curseOfTheCrimsonThrone/v5748btpy81xw&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCEWEB:http://paizo.com/store/games/roleplayingGames/p/pathfinderRPG/paizo/pathfinderChronicles/v5748btpy8ief&amp;lt;br&amp;gt;&lt;br /&gt;
SOURCEDATE:&amp;gt;release date as 4 digit year dash 2 digit month (2008-08)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCEDATE:2010-08&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCEDATE:2008-03&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - SOURCEDATE:2011-03&amp;lt;br&amp;gt;&lt;br /&gt;
ISOGL:YES&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; Place errata version/applied dates here (multi-lines as need be)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - Errata: December 4, 2012 &amp;quot;Monkeying Around&amp;quot; Article - http://paizo.com/paizo/blog/v5748dyo5le61?Monkeying-Around (Andrew Maitland)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXAMPLE - Errata: January 35, 2250 &amp;quot;274th errata update&amp;quot; - &amp;gt;weblink&amp;lt; - (&amp;gt;name of updater&amp;lt;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
COVER:&amp;gt;book cover&amp;lt;.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
LOGO:@/publisher_logos/Paizo_Publishing.png&amp;lt;br&amp;gt;&lt;br /&gt;
URL:WEBSITE|http://www.paizo.com/|Visit Paizo Publishing!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INFOTEXT:&amp;gt;text&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
COPYRIGHT:&amp;gt;text&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; Do Not Remove Comment&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; EXTRAFILE:OGL.txt&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; Data Files&amp;lt;br&amp;gt;&lt;br /&gt;
ABILITY:&amp;gt;source short name&amp;lt;_abilities.lst&amp;lt;br&amp;gt;&lt;br /&gt;
ABILITY:&amp;gt;source short name&amp;lt;_abilities_classes.lst&amp;lt;br&amp;gt;&lt;br /&gt;
ABILITY:&amp;gt;source short name&amp;lt;_abilities_companion.lst&amp;lt;br&amp;gt;&lt;br /&gt;
ABILITY:&amp;gt;source short name&amp;lt;_abilities_equipment.lst&amp;lt;br&amp;gt;&lt;br /&gt;
ABILITY:&amp;gt;source short name&amp;lt;_abilities_race.lst&amp;lt;br&amp;gt;&lt;br /&gt;
ABILITY:&amp;gt;source short name&amp;lt;_abilities_template.lst&amp;lt;br&amp;gt;&lt;br /&gt;
ABILITYCATEGORY:&amp;gt;source short name&amp;lt;_abilitycategories.lst&amp;lt;br&amp;gt;&lt;br /&gt;
BIOSET&amp;gt;source short name&amp;lt;_biosettings.lst&amp;lt;br&amp;gt;&lt;br /&gt;
CLASS:&amp;gt;source short name&amp;lt;_classes.lst&amp;lt;br&amp;gt;&lt;br /&gt;
CLASS:&amp;gt;source short name&amp;lt;_classes_race.lst&amp;lt;br&amp;gt;&lt;br /&gt;
COMPANIONMOD:&amp;gt;source short name&amp;lt;_companionmods.lst&amp;lt;br&amp;gt;&lt;br /&gt;
DEITY:&amp;gt;source short name&amp;lt;_deities.lst&amp;lt;br&amp;gt;&lt;br /&gt;
DOMAIN:&amp;gt;source short name&amp;lt;_domains.lst&amp;lt;br&amp;gt;&lt;br /&gt;
EQUIPMOD:&amp;gt;source short name&amp;lt;_equipmods.lst&amp;lt;br&amp;gt;&lt;br /&gt;
EQUIPMENT:&amp;gt;source short name&amp;lt;_equip_general.lst&amp;lt;br&amp;gt;&lt;br /&gt;
EQUIPMENT:&amp;gt;source short name&amp;lt;_equip_magic_items.lst&amp;lt;br&amp;gt;&lt;br /&gt;
EQUIPMENT:&amp;gt;source short name&amp;lt;_equip_arms_armor.lst&amp;lt;br&amp;gt;&lt;br /&gt;
FEAT:&amp;gt;source short name&amp;lt;_feats.lst&amp;lt;br&amp;gt;&lt;br /&gt;
KIT:&amp;gt;source short name&amp;lt;_kits.lst&amp;lt;br&amp;gt;&lt;br /&gt;
KIT:&amp;gt;source short name&amp;lt;_kits_race.lst&amp;lt;br&amp;gt;&lt;br /&gt;
KIT:&amp;gt;source short name&amp;lt;_kits_companion.lst&amp;lt;br&amp;gt;&lt;br /&gt;
LANGUAGE:&amp;gt;source short name&amp;lt;_languages.lst&amp;lt;br&amp;gt;&lt;br /&gt;
RACE:&amp;gt;source short name&amp;lt;_races.lst&amp;lt;br&amp;gt;&lt;br /&gt;
RACE:&amp;gt;source short name&amp;lt;_races_companion.lst&amp;lt;br&amp;gt;&lt;br /&gt;
SKILL:&amp;gt;source short name&amp;lt;_skills.lst&amp;lt;br&amp;gt;&lt;br /&gt;
SPELL:&amp;gt;source short name&amp;lt;_spells.lst&amp;lt;br&amp;gt;&lt;br /&gt;
TEMPLATE:&amp;gt;source short name&amp;lt;_templates.lst&amp;lt;br&amp;gt;&lt;br /&gt;
ARMORPROF:&amp;gt;source short name&amp;lt;_profs_armor.lst&amp;lt;br&amp;gt;&lt;br /&gt;
SHIELDPROF:&amp;gt;source short name&amp;lt;_profs_shield.lst&amp;lt;br&amp;gt;&lt;br /&gt;
WEAPONPROF:&amp;gt;source short name&amp;lt;_profs_weapon.lst&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pathfinder Specific===&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder RPG]]&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Eric_C_Smith&amp;diff=3556</id>
		<title>Eric C Smith</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Eric_C_Smith&amp;diff=3556"/>
		<updated>2014-04-27T14:03:13Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
Eric C Smith, aka Maredudd, aka Tenacious Monkey, has been a member of the PCGen team since Sept/Oct of '06.&lt;br /&gt;
&lt;br /&gt;
=Teams=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Team || Rank&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin]] - [[Release]] || [[Explanation of Teams#Gibbon|Gibbon]] (Mac and OOC Releases)&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin]] - [[Tracker]] || [[Explanation of Teams#Gibbon|Gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Admin]] - [[Website]] || [[Explanation of Teams#Lemur|Tamarin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Content]] - [[Documentation]]|| [[Explanation of Teams#Second|2nd]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Content]] - [[Data]] || [[Explanation of Teams#Chimp|Chimp]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Public Relations|PR]] - [[Publisher Liaison]] || [[Explanation of Teams#Chimp|Chimp]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Public Relations|PR]] - [[Data License]] || [[Explanation of Teams#Chimp|Chimp]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Public Relations|PR]] - [[Advertising]] || [[Explanation of Teams#Chimp|Chimp]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Contact Details=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Timezone || GMT -5 (US EST)&lt;br /&gt;
|-&lt;br /&gt;
| Email || maredudd@blackroot.org&lt;br /&gt;
|-&lt;br /&gt;
| AIM ID || Maredudd&lt;br /&gt;
|-&lt;br /&gt;
| Yahoo Chat ID || maredudd800&lt;br /&gt;
|-&lt;br /&gt;
| SF ID || maredudd800&lt;br /&gt;
|-&lt;br /&gt;
| Web Site || http://www.blackroot.org&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Trackers=&lt;br /&gt;
* Documentation Trackers&lt;br /&gt;
* New Tag Trackers&lt;br /&gt;
* Data Trackers&lt;br /&gt;
* New Source Trackers&lt;br /&gt;
&lt;br /&gt;
=General  Tasks=&lt;br /&gt;
* General Doc 2nd duties&lt;br /&gt;
* Performing OGL reviews on new data sets.&lt;br /&gt;
* Work documentation issues.&lt;br /&gt;
&lt;br /&gt;
=Specific Documentation Tasks=&lt;br /&gt;
* [[PCGen Tag Dictionary Conversion to XML]]&lt;br /&gt;
* [[PCGen Documentation Style Guide]].&lt;br /&gt;
: * [[Documentation Style Review Status]] page.&lt;br /&gt;
&lt;br /&gt;
=Specific Data Tasks=&lt;br /&gt;
* [[PCGen Support for Savage Worlds|Developing Savage Worlds GameMode and Data Set]]&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3553</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3553"/>
		<updated>2014-04-04T15:44:31Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
PCGen is an Open Source '''FREE''' Java based character generator for d20 based Role-Playing games, it has many '''[[PCGen Features|Features]]''' and some '''[[PCGen Requirements|Requirements]]''' in order to run.&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
To be the world's most flexible d20 character generation and maintenance software.&lt;br /&gt;
&lt;br /&gt;
=Latest News!=&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.01_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
=Community=&lt;br /&gt;
* [[Users]], (some who want to get straight to the [http://pcgen.sourceforge.net/autobuilds/pcgen-docs/index.html documentation]!)&lt;br /&gt;
* [http://pcgen.sourceforge.net/08_sponsors.php Sponsors]&lt;br /&gt;
* [[Publishers]]&lt;br /&gt;
* [http://pcgen.sourceforge.net/banners/ Our fantastic banners and images]&lt;br /&gt;
* [[Compatible 3rd Parties]]&lt;br /&gt;
* [[Conventions]]&lt;br /&gt;
* [[Mailing Lists and PCGen Links]]&lt;br /&gt;
* [http://jira.pcgen.org Issue Tracking] ('''Report Bugs and Feature Requests!''')&lt;br /&gt;
** [[JIRA Tracker List]]&lt;br /&gt;
* [[FAQ and Help]]&lt;br /&gt;
* [[Updating Homebrew Sets]]&lt;br /&gt;
* [[Beta Testers for Testing]]&lt;br /&gt;
* [[Open RPG Community Online Game]]&lt;br /&gt;
&lt;br /&gt;
=Strategic Development=&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [[Development Specs]]&lt;br /&gt;
* [[Future Development]]&lt;br /&gt;
&lt;br /&gt;
=Team=&lt;br /&gt;
* [[Explanation of Teams]]&lt;br /&gt;
* [[Full Team Member Listing]] is a full listing of our current volunteers.&lt;br /&gt;
&lt;br /&gt;
==Specific Teams==&lt;br /&gt;
* [[Board of Directors]] - (aka BoD), governs the project&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Code]] - (aka CM)&lt;br /&gt;
* [[Content]]&lt;br /&gt;
** [[Data]] (aka DM or LM)&lt;br /&gt;
** [[Output Sheets]] (aka OS)&lt;br /&gt;
** [[Documentation]]&lt;br /&gt;
* [[Admin]]&lt;br /&gt;
** [[Tracker]] (aka TM)&lt;br /&gt;
** [[Release]]&lt;br /&gt;
** [[Website]]&lt;br /&gt;
* [[Public Relations]]&lt;br /&gt;
** [[Publisher Liaison]] - (aka PL)&lt;br /&gt;
** [[Data License]]&lt;br /&gt;
** [[Advertising]]&lt;br /&gt;
&lt;br /&gt;
= Licensing =&lt;br /&gt;
The core PCGen code is licensed under the [http://www.opensource.org/licenses/lgpl-2.1.php LGPL ver 2.1] open source license.  Its various data sources are licensed under individual agreements, see the [[Data License]] team for details.&lt;br /&gt;
&lt;br /&gt;
= Editing The Wiki =&lt;br /&gt;
To edit the wiki you'll need an account, contact the Wiki Admin (admin@pcgen.org) if you are joining the PCGen Community and wish to contribute to the actual wiki. Spammers need not apply.&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3552</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3552"/>
		<updated>2014-04-04T15:43:30Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: Reverted edits by Maredudd (talk) to last revision by Nylanfs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
PCGen is an Open Source '''FREE''' Java based character generator for d20 based Role-Playing games, it has many '''[[PCGen Features|Features]]''' and some '''[[PCGen Requirements|Requirements]]''' in order to run.&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
To be the world's most flexible d20 character generation and maintenance software.&lt;br /&gt;
&lt;br /&gt;
=Latest News!=&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.01_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.00_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.00RC2_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.01.05 (Alpha) Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.00.1 Released!]]'''&lt;br /&gt;
&lt;br /&gt;
=Community=&lt;br /&gt;
* [[Users]], (some who want to get straight to the [http://pcgen.sourceforge.net/autobuilds/pcgen-docs/index.html documentation]!)&lt;br /&gt;
* [http://pcgen.sourceforge.net/08_sponsors.php Sponsors]&lt;br /&gt;
* [[Publishers]]&lt;br /&gt;
* [http://pcgen.sourceforge.net/banners/ Our fantastic banners and images]&lt;br /&gt;
* [[Compatible 3rd Parties]]&lt;br /&gt;
* [[Conventions]]&lt;br /&gt;
* [[Mailing Lists and PCGen Links]]&lt;br /&gt;
* [http://jira.pcgen.org Issue Tracking] ('''Report Bugs and Feature Requests!''')&lt;br /&gt;
** [[JIRA Tracker List]]&lt;br /&gt;
* [[FAQ and Help]]&lt;br /&gt;
* [[Updating Homebrew Sets]]&lt;br /&gt;
* [[Beta Testers for Testing]]&lt;br /&gt;
* [[Open RPG Community Online Game]]&lt;br /&gt;
&lt;br /&gt;
=Strategic Development=&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [[Development Specs]]&lt;br /&gt;
* [[Future Development]]&lt;br /&gt;
&lt;br /&gt;
=Team=&lt;br /&gt;
* [[Explanation of Teams]]&lt;br /&gt;
* [[Full Team Member Listing]] is a full listing of our current volunteers.&lt;br /&gt;
&lt;br /&gt;
==Specific Teams==&lt;br /&gt;
* [[Board of Directors]] - (aka BoD), governs the project&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Code]] - (aka CM)&lt;br /&gt;
* [[Content]]&lt;br /&gt;
** [[Data]] (aka DM or LM)&lt;br /&gt;
** [[Output Sheets]] (aka OS)&lt;br /&gt;
** [[Documentation]]&lt;br /&gt;
* [[Admin]]&lt;br /&gt;
** [[Tracker]] (aka TM)&lt;br /&gt;
** [[Release]]&lt;br /&gt;
** [[Website]]&lt;br /&gt;
* [[Public Relations]]&lt;br /&gt;
** [[Publisher Liaison]] - (aka PL)&lt;br /&gt;
** [[Data License]]&lt;br /&gt;
** [[Advertising]]&lt;br /&gt;
&lt;br /&gt;
= Licensing =&lt;br /&gt;
The core PCGen code is licensed under the [http://www.opensource.org/licenses/lgpl-2.1.php LGPL ver 2.1] open source license.  Its various data sources are licensed under individual agreements, see the [[Data License]] team for details.&lt;br /&gt;
&lt;br /&gt;
= Editing The Wiki =&lt;br /&gt;
To edit the wiki you'll need an account, contact the Wiki Admin (admin@pcgen.org) if you are joining the PCGen Community and wish to contribute to the actual wiki. Spammers need not apply.&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3551</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3551"/>
		<updated>2014-04-04T15:42:36Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
PCGen is an Open Source '''FREE''' Java based character generator for d20 based Role-Playing games, it has many '''[[PCGen Features|Features]]''' and some '''[[PCGen Requirements|Requirements]]''' in order to run.&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
To be the world's most flexible d20 character generation and maintenance software.&lt;br /&gt;
&lt;br /&gt;
=Latest News!=&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.01_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[Advertising]]'''&lt;br /&gt;
&lt;br /&gt;
=Community=&lt;br /&gt;
* [[Users]], (some who want to get straight to the [http://pcgen.sourceforge.net/autobuilds/pcgen-docs/index.html documentation]!)&lt;br /&gt;
* [http://pcgen.sourceforge.net/08_sponsors.php Sponsors]&lt;br /&gt;
* [[Publishers]]&lt;br /&gt;
* [http://pcgen.sourceforge.net/banners/ Our fantastic banners and images]&lt;br /&gt;
* [[Compatible 3rd Parties]]&lt;br /&gt;
* [[Conventions]]&lt;br /&gt;
* [[Mailing Lists and PCGen Links]]&lt;br /&gt;
* [http://jira.pcgen.org Issue Tracking] ('''Report Bugs and Feature Requests!''')&lt;br /&gt;
** [[JIRA Tracker List]]&lt;br /&gt;
* [[FAQ and Help]]&lt;br /&gt;
* [[Updating Homebrew Sets]]&lt;br /&gt;
* [[Beta Testers for Testing]]&lt;br /&gt;
* [[Open RPG Community Online Game]]&lt;br /&gt;
&lt;br /&gt;
=Strategic Development=&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [[Development Specs]]&lt;br /&gt;
* [[Future Development]]&lt;br /&gt;
&lt;br /&gt;
=Team=&lt;br /&gt;
* [[Explanation of Teams]]&lt;br /&gt;
* [[Full Team Member Listing]] is a full listing of our current volunteers.&lt;br /&gt;
&lt;br /&gt;
==Specific Teams==&lt;br /&gt;
* [[Board of Directors]] - (aka BoD), governs the project&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Code]] - (aka CM)&lt;br /&gt;
* [[Content]]&lt;br /&gt;
** [[Data]] (aka DM or LM)&lt;br /&gt;
** [[Output Sheets]] (aka OS)&lt;br /&gt;
** [[Documentation]]&lt;br /&gt;
* [[Admin]]&lt;br /&gt;
** [[Tracker]] (aka TM)&lt;br /&gt;
** [[Release]]&lt;br /&gt;
** [[Website]]&lt;br /&gt;
* [[Public Relations]]&lt;br /&gt;
** [[Publisher Liaison]] - (aka PL)&lt;br /&gt;
** [[Data License]]&lt;br /&gt;
** [[Advertising]]&lt;br /&gt;
&lt;br /&gt;
= Licensing =&lt;br /&gt;
The core PCGen code is licensed under the [http://www.opensource.org/licenses/lgpl-2.1.php LGPL ver 2.1] open source license.  Its various data sources are licensed under individual agreements, see the [[Data License]] team for details.&lt;br /&gt;
&lt;br /&gt;
= Editing The Wiki =&lt;br /&gt;
To edit the wiki you'll need an account, contact the Wiki Admin (admin@pcgen.org) if you are joining the PCGen Community and wish to contribute to the actual wiki. Spammers need not apply.&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3550</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3550"/>
		<updated>2014-04-04T15:40:59Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
PCGen is an Open Source '''FREE''' Java based character generator for d20 based Role-Playing games, it has many '''[[PCGen Features|Features]]''' and some '''[[PCGen Requirements|Requirements]]''' in order to run.&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
To be the world's most flexible d20 character generation and maintenance software.&lt;br /&gt;
&lt;br /&gt;
=Latest News!=&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.01_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[Advertising|Older press releases can be found here.]]'''&lt;br /&gt;
&lt;br /&gt;
=Community=&lt;br /&gt;
* [[Users]], (some who want to get straight to the [http://pcgen.sourceforge.net/autobuilds/pcgen-docs/index.html documentation]!)&lt;br /&gt;
* [http://pcgen.sourceforge.net/08_sponsors.php Sponsors]&lt;br /&gt;
* [[Publishers]]&lt;br /&gt;
* [http://pcgen.sourceforge.net/banners/ Our fantastic banners and images]&lt;br /&gt;
* [[Compatible 3rd Parties]]&lt;br /&gt;
* [[Conventions]]&lt;br /&gt;
* [[Mailing Lists and PCGen Links]]&lt;br /&gt;
* [http://jira.pcgen.org Issue Tracking] ('''Report Bugs and Feature Requests!''')&lt;br /&gt;
** [[JIRA Tracker List]]&lt;br /&gt;
* [[FAQ and Help]]&lt;br /&gt;
* [[Updating Homebrew Sets]]&lt;br /&gt;
* [[Beta Testers for Testing]]&lt;br /&gt;
* [[Open RPG Community Online Game]]&lt;br /&gt;
&lt;br /&gt;
=Strategic Development=&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [[Development Specs]]&lt;br /&gt;
* [[Future Development]]&lt;br /&gt;
&lt;br /&gt;
=Team=&lt;br /&gt;
* [[Explanation of Teams]]&lt;br /&gt;
* [[Full Team Member Listing]] is a full listing of our current volunteers.&lt;br /&gt;
&lt;br /&gt;
==Specific Teams==&lt;br /&gt;
* [[Board of Directors]] - (aka BoD), governs the project&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Code]] - (aka CM)&lt;br /&gt;
* [[Content]]&lt;br /&gt;
** [[Data]] (aka DM or LM)&lt;br /&gt;
** [[Output Sheets]] (aka OS)&lt;br /&gt;
** [[Documentation]]&lt;br /&gt;
* [[Admin]]&lt;br /&gt;
** [[Tracker]] (aka TM)&lt;br /&gt;
** [[Release]]&lt;br /&gt;
** [[Website]]&lt;br /&gt;
* [[Public Relations]]&lt;br /&gt;
** [[Publisher Liaison]] - (aka PL)&lt;br /&gt;
** [[Data License]]&lt;br /&gt;
** [[Advertising]]&lt;br /&gt;
&lt;br /&gt;
= Licensing =&lt;br /&gt;
The core PCGen code is licensed under the [http://www.opensource.org/licenses/lgpl-2.1.php LGPL ver 2.1] open source license.  Its various data sources are licensed under individual agreements, see the [[Data License]] team for details.&lt;br /&gt;
&lt;br /&gt;
= Editing The Wiki =&lt;br /&gt;
To edit the wiki you'll need an account, contact the Wiki Admin (admin@pcgen.org) if you are joining the PCGen Community and wish to contribute to the actual wiki. Spammers need not apply.&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3549</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3549"/>
		<updated>2014-04-04T15:39:01Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
PCGen is an Open Source '''FREE''' Java based character generator for d20 based Role-Playing games, it has many '''[[PCGen Features|Features]]''' and some '''[[PCGen Requirements|Requirements]]''' in order to run.&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
To be the world's most flexible d20 character generation and maintenance software.&lt;br /&gt;
&lt;br /&gt;
=Latest News!=&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.01_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[Advertising]]'''&lt;br /&gt;
&lt;br /&gt;
=Community=&lt;br /&gt;
* [[Users]], (some who want to get straight to the [http://pcgen.sourceforge.net/autobuilds/pcgen-docs/index.html documentation]!)&lt;br /&gt;
* [http://pcgen.sourceforge.net/08_sponsors.php Sponsors]&lt;br /&gt;
* [[Publishers]]&lt;br /&gt;
* [http://pcgen.sourceforge.net/banners/ Our fantastic banners and images]&lt;br /&gt;
* [[Compatible 3rd Parties]]&lt;br /&gt;
* [[Conventions]]&lt;br /&gt;
* [[Mailing Lists and PCGen Links]]&lt;br /&gt;
* [http://jira.pcgen.org Issue Tracking] ('''Report Bugs and Feature Requests!''')&lt;br /&gt;
** [[JIRA Tracker List]]&lt;br /&gt;
* [[FAQ and Help]]&lt;br /&gt;
* [[Updating Homebrew Sets]]&lt;br /&gt;
* [[Beta Testers for Testing]]&lt;br /&gt;
* [[Open RPG Community Online Game]]&lt;br /&gt;
&lt;br /&gt;
=Strategic Development=&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [[Development Specs]]&lt;br /&gt;
* [[Future Development]]&lt;br /&gt;
&lt;br /&gt;
=Team=&lt;br /&gt;
* [[Explanation of Teams]]&lt;br /&gt;
* [[Full Team Member Listing]] is a full listing of our current volunteers.&lt;br /&gt;
&lt;br /&gt;
==Specific Teams==&lt;br /&gt;
* [[Board of Directors]] - (aka BoD), governs the project&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Code]] - (aka CM)&lt;br /&gt;
* [[Content]]&lt;br /&gt;
** [[Data]] (aka DM or LM)&lt;br /&gt;
** [[Output Sheets]] (aka OS)&lt;br /&gt;
** [[Documentation]]&lt;br /&gt;
* [[Admin]]&lt;br /&gt;
** [[Tracker]] (aka TM)&lt;br /&gt;
** [[Release]]&lt;br /&gt;
** [[Website]]&lt;br /&gt;
* [[Public Relations]]&lt;br /&gt;
** [[Publisher Liaison]] - (aka PL)&lt;br /&gt;
** [[Data License]]&lt;br /&gt;
** [[Advertising|Older press releases can be found here.]]&lt;br /&gt;
&lt;br /&gt;
= Licensing =&lt;br /&gt;
The core PCGen code is licensed under the [http://www.opensource.org/licenses/lgpl-2.1.php LGPL ver 2.1] open source license.  Its various data sources are licensed under individual agreements, see the [[Data License]] team for details.&lt;br /&gt;
&lt;br /&gt;
= Editing The Wiki =&lt;br /&gt;
To edit the wiki you'll need an account, contact the Wiki Admin (admin@pcgen.org) if you are joining the PCGen Community and wish to contribute to the actual wiki. Spammers need not apply.&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3548</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3548"/>
		<updated>2014-04-04T15:36:37Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
PCGen is an Open Source '''FREE''' Java based character generator for d20 based Role-Playing games, it has many '''[[PCGen Features|Features]]''' and some '''[[PCGen Requirements|Requirements]]''' in order to run.&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
To be the world's most flexible d20 character generation and maintenance software.&lt;br /&gt;
&lt;br /&gt;
=Latest News!=&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.01_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[Advertising]]'''&lt;br /&gt;
&lt;br /&gt;
=Community=&lt;br /&gt;
* [[Users]], (some who want to get straight to the [http://pcgen.sourceforge.net/autobuilds/pcgen-docs/index.html documentation]!)&lt;br /&gt;
* [http://pcgen.sourceforge.net/08_sponsors.php Sponsors]&lt;br /&gt;
* [[Publishers]]&lt;br /&gt;
* [http://pcgen.sourceforge.net/banners/ Our fantastic banners and images]&lt;br /&gt;
* [[Compatible 3rd Parties]]&lt;br /&gt;
* [[Conventions]]&lt;br /&gt;
* [[Mailing Lists and PCGen Links]]&lt;br /&gt;
* [http://jira.pcgen.org Issue Tracking] ('''Report Bugs and Feature Requests!''')&lt;br /&gt;
** [[JIRA Tracker List]]&lt;br /&gt;
* [[FAQ and Help]]&lt;br /&gt;
* [[Updating Homebrew Sets]]&lt;br /&gt;
* [[Beta Testers for Testing]]&lt;br /&gt;
* [[Open RPG Community Online Game]]&lt;br /&gt;
&lt;br /&gt;
=Strategic Development=&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [[Development Specs]]&lt;br /&gt;
* [[Future Development]]&lt;br /&gt;
&lt;br /&gt;
=Team=&lt;br /&gt;
* [[Explanation of Teams]]&lt;br /&gt;
* [[Full Team Member Listing]] is a full listing of our current volunteers.&lt;br /&gt;
&lt;br /&gt;
==Specific Teams==&lt;br /&gt;
* [[Board of Directors]] - (aka BoD), governs the project&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Code]] - (aka CM)&lt;br /&gt;
* [[Content]]&lt;br /&gt;
** [[Data]] (aka DM or LM)&lt;br /&gt;
** [[Output Sheets]] (aka OS)&lt;br /&gt;
** [[Documentation]]&lt;br /&gt;
* [[Admin]]&lt;br /&gt;
** [[Tracker]] (aka TM)&lt;br /&gt;
** [[Release]]&lt;br /&gt;
** [[Website]]&lt;br /&gt;
* [[Public Relations]]&lt;br /&gt;
** [[Publisher Liaison]] - (aka PL)&lt;br /&gt;
** [[Data License]]&lt;br /&gt;
** [[Advertising]]&lt;br /&gt;
&lt;br /&gt;
= Licensing =&lt;br /&gt;
The core PCGen code is licensed under the [http://www.opensource.org/licenses/lgpl-2.1.php LGPL ver 2.1] open source license.  Its various data sources are licensed under individual agreements, see the [[Data License]] team for details.&lt;br /&gt;
&lt;br /&gt;
= Editing The Wiki =&lt;br /&gt;
To edit the wiki you'll need an account, contact the Wiki Admin (admin@pcgen.org) if you are joining the PCGen Community and wish to contribute to the actual wiki. Spammers need not apply.&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Advertising&amp;diff=3547</id>
		<title>Advertising</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Advertising&amp;diff=3547"/>
		<updated>2014-04-04T15:35:00Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the page for the [[Advertising]] Team page, a subteam of the [[Public Relations|PR Team]]!&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
To increase and maintain PCGen's mindshare among the RPG and Open Source Java communities.&lt;br /&gt;
&lt;br /&gt;
=Advertisers=&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
= Press Releases =&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.01_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.00_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.02.00RC2 Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.01.05 (Alpha) Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.01.4 (Alpha) Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.00.1 Released!]]'''&lt;br /&gt;
&lt;br /&gt;
=Articles=&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=Press Release Instructions=&lt;br /&gt;
* [http://sourceforge.net/news/?group_id=25576 PCGen News Archive]&lt;br /&gt;
* A Guide to Writing Press Releases (TBD)&lt;br /&gt;
* PCGen News Release Channels:&lt;br /&gt;
: * [http://games.groups.yahoo.com/group/pcgen/ pcgen @ Yahoo!Groups]&lt;br /&gt;
: * [http://forums.gleemax.com/forumdisplay.php?f=39 WotC Digital D&amp;amp;D]&lt;br /&gt;
: * [http://www.mortality.net/modules.php?op=modload&amp;amp;name=Submit_News&amp;amp;file=index Mortality.Net] Note: deceased website :(&lt;br /&gt;
: * [http://www.enworld.org/forumdisplay.php?f=6 ENWorld]&lt;br /&gt;
: * [http://www.rpg.net/press RPG Net]&lt;br /&gt;
: * [http://www.rpgnews.com/ RPGNews]&lt;br /&gt;
: * [http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/general Paizo's Pathfinder General Discusion Board] for Pathfinder data set releases.&lt;br /&gt;
: * [http://paizo.com/paizo/messageboards/community/gaming/dnd Paizo's D&amp;amp;D 3.5/d20/OGL Message Board] for general press releases.&lt;br /&gt;
: * [http://www.eruvian.com Eruvian]&lt;br /&gt;
* Other Channels:&lt;br /&gt;
: * [http://en.wikipedia.org/wiki/PCGen PCGen@Wikipedia]&lt;br /&gt;
: * [http://annex.wikia.com/wiki/PCGen PCGen@Annex]&lt;br /&gt;
: * [http://linux.softpedia.com/get/Utilities/PCGen-12365.shtml PCGen@Softpedia]&lt;br /&gt;
: * [http://freshmeat.net/projects/pcgen/ PCGen@FreshMeat]&lt;br /&gt;
* [[Press Release Templates]]:&lt;br /&gt;
&lt;br /&gt;
=Active Team Members=&lt;br /&gt;
===[[Explanation of Teams#Silverback|Silverback]]===&lt;br /&gt;
* [[Paul Grosse]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Second|2nd]]===&lt;br /&gt;
* [[Eric C Smith]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Chimp|Chimp]]===&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Gibbon|Gibbon]]===&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Tamarin|Tamarin]]===&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Lemur|Lemur]]===&lt;br /&gt;
&lt;br /&gt;
=Inactive Team Members=&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Second|2nd]]===&lt;br /&gt;
* [[David R. Bender]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Lemur|Lemur]]===&lt;br /&gt;
* Robert Ward&lt;br /&gt;
* [[Tir Gwaith]]&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3546</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3546"/>
		<updated>2014-04-04T15:34:42Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
PCGen is an Open Source '''FREE''' Java based character generator for d20 based Role-Playing games, it has many '''[[PCGen Features|Features]]''' and some '''[[PCGen Requirements|Requirements]]''' in order to run.&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
To be the world's most flexible d20 character generation and maintenance software.&lt;br /&gt;
&lt;br /&gt;
=Latest News!=&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.01_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.00RC2_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.00.1 Released!]]'''&lt;br /&gt;
&lt;br /&gt;
=Community=&lt;br /&gt;
* [[Users]], (some who want to get straight to the [http://pcgen.sourceforge.net/autobuilds/pcgen-docs/index.html documentation]!)&lt;br /&gt;
* [http://pcgen.sourceforge.net/08_sponsors.php Sponsors]&lt;br /&gt;
* [[Publishers]]&lt;br /&gt;
* [http://pcgen.sourceforge.net/banners/ Our fantastic banners and images]&lt;br /&gt;
* [[Compatible 3rd Parties]]&lt;br /&gt;
* [[Conventions]]&lt;br /&gt;
* [[Mailing Lists and PCGen Links]]&lt;br /&gt;
* [http://jira.pcgen.org Issue Tracking] ('''Report Bugs and Feature Requests!''')&lt;br /&gt;
** [[JIRA Tracker List]]&lt;br /&gt;
* [[FAQ and Help]]&lt;br /&gt;
* [[Updating Homebrew Sets]]&lt;br /&gt;
* [[Beta Testers for Testing]]&lt;br /&gt;
* [[Open RPG Community Online Game]]&lt;br /&gt;
&lt;br /&gt;
=Strategic Development=&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [[Development Specs]]&lt;br /&gt;
* [[Future Development]]&lt;br /&gt;
&lt;br /&gt;
=Team=&lt;br /&gt;
* [[Explanation of Teams]]&lt;br /&gt;
* [[Full Team Member Listing]] is a full listing of our current volunteers.&lt;br /&gt;
&lt;br /&gt;
==Specific Teams==&lt;br /&gt;
* [[Board of Directors]] - (aka BoD), governs the project&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Code]] - (aka CM)&lt;br /&gt;
* [[Content]]&lt;br /&gt;
** [[Data]] (aka DM or LM)&lt;br /&gt;
** [[Output Sheets]] (aka OS)&lt;br /&gt;
** [[Documentation]]&lt;br /&gt;
* [[Admin]]&lt;br /&gt;
** [[Tracker]] (aka TM)&lt;br /&gt;
** [[Release]]&lt;br /&gt;
** [[Website]]&lt;br /&gt;
* [[Public Relations]]&lt;br /&gt;
** [[Publisher Liaison]] - (aka PL)&lt;br /&gt;
** [[Data License]]&lt;br /&gt;
** [[Advertising]]&lt;br /&gt;
&lt;br /&gt;
= Licensing =&lt;br /&gt;
The core PCGen code is licensed under the [http://www.opensource.org/licenses/lgpl-2.1.php LGPL ver 2.1] open source license.  Its various data sources are licensed under individual agreements, see the [[Data License]] team for details.&lt;br /&gt;
&lt;br /&gt;
= Editing The Wiki =&lt;br /&gt;
To edit the wiki you'll need an account, contact the Wiki Admin (admin@pcgen.org) if you are joining the PCGen Community and wish to contribute to the actual wiki. Spammers need not apply.&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Advertising&amp;diff=3545</id>
		<title>Advertising</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Advertising&amp;diff=3545"/>
		<updated>2014-04-04T15:34:08Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
=Introduction=&lt;br /&gt;
Welcome to the page for the [[Advertising]] Team page, a subteam of the [[Public Relations|PR Team]]!&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
To increase and maintain PCGen's mindshare among the RPG and Open Source Java communities.&lt;br /&gt;
&lt;br /&gt;
=Advertisers=&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
= Press Releases =&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.01_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.00_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.02.00RC2 Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.01.4 (Alpha) Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.00.1 Released!]]'''&lt;br /&gt;
&lt;br /&gt;
=Articles=&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=Press Release Instructions=&lt;br /&gt;
* [http://sourceforge.net/news/?group_id=25576 PCGen News Archive]&lt;br /&gt;
* A Guide to Writing Press Releases (TBD)&lt;br /&gt;
* PCGen News Release Channels:&lt;br /&gt;
: * [http://games.groups.yahoo.com/group/pcgen/ pcgen @ Yahoo!Groups]&lt;br /&gt;
: * [http://forums.gleemax.com/forumdisplay.php?f=39 WotC Digital D&amp;amp;D]&lt;br /&gt;
: * [http://www.mortality.net/modules.php?op=modload&amp;amp;name=Submit_News&amp;amp;file=index Mortality.Net] Note: deceased website :(&lt;br /&gt;
: * [http://www.enworld.org/forumdisplay.php?f=6 ENWorld]&lt;br /&gt;
: * [http://www.rpg.net/press RPG Net]&lt;br /&gt;
: * [http://www.rpgnews.com/ RPGNews]&lt;br /&gt;
: * [http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/general Paizo's Pathfinder General Discusion Board] for Pathfinder data set releases.&lt;br /&gt;
: * [http://paizo.com/paizo/messageboards/community/gaming/dnd Paizo's D&amp;amp;D 3.5/d20/OGL Message Board] for general press releases.&lt;br /&gt;
: * [http://www.eruvian.com Eruvian]&lt;br /&gt;
* Other Channels:&lt;br /&gt;
: * [http://en.wikipedia.org/wiki/PCGen PCGen@Wikipedia]&lt;br /&gt;
: * [http://annex.wikia.com/wiki/PCGen PCGen@Annex]&lt;br /&gt;
: * [http://linux.softpedia.com/get/Utilities/PCGen-12365.shtml PCGen@Softpedia]&lt;br /&gt;
: * [http://freshmeat.net/projects/pcgen/ PCGen@FreshMeat]&lt;br /&gt;
* [[Press Release Templates]]:&lt;br /&gt;
&lt;br /&gt;
=Active Team Members=&lt;br /&gt;
===[[Explanation of Teams#Silverback|Silverback]]===&lt;br /&gt;
* [[Paul Grosse]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Second|2nd]]===&lt;br /&gt;
* [[Eric C Smith]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Chimp|Chimp]]===&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Gibbon|Gibbon]]===&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Tamarin|Tamarin]]===&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Lemur|Lemur]]===&lt;br /&gt;
&lt;br /&gt;
=Inactive Team Members=&lt;br /&gt;
&lt;br /&gt;
===[[Explanation of Teams#Second|2nd]]===&lt;br /&gt;
* [[David R. Bender]]&lt;br /&gt;
&lt;br /&gt;
===[[Explanation_of_Teams#Lemur|Lemur]]===&lt;br /&gt;
* Robert Ward&lt;br /&gt;
* [[Tir Gwaith]]&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3544</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Main_Page&amp;diff=3544"/>
		<updated>2014-04-04T15:33:42Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
PCGen is an Open Source '''FREE''' Java based character generator for d20 based Role-Playing games, it has many '''[[PCGen Features|Features]]''' and some '''[[PCGen Requirements|Requirements]]''' in order to run.&lt;br /&gt;
&lt;br /&gt;
=Mission Statement=&lt;br /&gt;
To be the world's most flexible d20 character generation and maintenance software.&lt;br /&gt;
&lt;br /&gt;
=Latest News!=&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.01_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen_6.02.00RC2_Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.01.05 (Alpha) Released!]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[PCGen 6.00.1 Released!]]'''&lt;br /&gt;
&lt;br /&gt;
=Community=&lt;br /&gt;
* [[Users]], (some who want to get straight to the [http://pcgen.sourceforge.net/autobuilds/pcgen-docs/index.html documentation]!)&lt;br /&gt;
* [http://pcgen.sourceforge.net/08_sponsors.php Sponsors]&lt;br /&gt;
* [[Publishers]]&lt;br /&gt;
* [http://pcgen.sourceforge.net/banners/ Our fantastic banners and images]&lt;br /&gt;
* [[Compatible 3rd Parties]]&lt;br /&gt;
* [[Conventions]]&lt;br /&gt;
* [[Mailing Lists and PCGen Links]]&lt;br /&gt;
* [http://jira.pcgen.org Issue Tracking] ('''Report Bugs and Feature Requests!''')&lt;br /&gt;
** [[JIRA Tracker List]]&lt;br /&gt;
* [[FAQ and Help]]&lt;br /&gt;
* [[Updating Homebrew Sets]]&lt;br /&gt;
* [[Beta Testers for Testing]]&lt;br /&gt;
* [[Open RPG Community Online Game]]&lt;br /&gt;
&lt;br /&gt;
=Strategic Development=&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [[Development Specs]]&lt;br /&gt;
* [[Future Development]]&lt;br /&gt;
&lt;br /&gt;
=Team=&lt;br /&gt;
* [[Explanation of Teams]]&lt;br /&gt;
* [[Full Team Member Listing]] is a full listing of our current volunteers.&lt;br /&gt;
&lt;br /&gt;
==Specific Teams==&lt;br /&gt;
* [[Board of Directors]] - (aka BoD), governs the project&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Code]] - (aka CM)&lt;br /&gt;
* [[Content]]&lt;br /&gt;
** [[Data]] (aka DM or LM)&lt;br /&gt;
** [[Output Sheets]] (aka OS)&lt;br /&gt;
** [[Documentation]]&lt;br /&gt;
* [[Admin]]&lt;br /&gt;
** [[Tracker]] (aka TM)&lt;br /&gt;
** [[Release]]&lt;br /&gt;
** [[Website]]&lt;br /&gt;
* [[Public Relations]]&lt;br /&gt;
** [[Publisher Liaison]] - (aka PL)&lt;br /&gt;
** [[Data License]]&lt;br /&gt;
** [[Advertising]]&lt;br /&gt;
&lt;br /&gt;
= Licensing =&lt;br /&gt;
The core PCGen code is licensed under the [http://www.opensource.org/licenses/lgpl-2.1.php LGPL ver 2.1] open source license.  Its various data sources are licensed under individual agreements, see the [[Data License]] team for details.&lt;br /&gt;
&lt;br /&gt;
= Editing The Wiki =&lt;br /&gt;
To edit the wiki you'll need an account, contact the Wiki Admin (admin@pcgen.org) if you are joining the PCGen Community and wish to contribute to the actual wiki. Spammers need not apply.&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3481</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3481"/>
		<updated>2013-09-23T02:29:14Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: /* Approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Status Update =&lt;br /&gt;
* [[Savage Worlds for PCGen - September 8, 2013 Update]]&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Space 1889: Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion and Ripper&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills. &lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst || In Place || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Functioning&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills), and Edges are in and selectable. Powers in work.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| armor_profs.lst || Complete || It looks like armor proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Armor&amp;quot; proficiency that every piece of armor will get.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || I needed to add a dummy feat to get PCGen to load a saved character but rather than create one on the FEAT file I created a FEAT in the racial ability file.&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| shield_profs.lst || Complete || It looks like shield proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Shield&amp;quot; proficiency that every shield will get.&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working. Not sure what else needs to be done here.&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || Complete || It looks like weapon proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Weapon&amp;quot; proficiency that every weapon will get.&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3479</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3479"/>
		<updated>2013-09-09T04:06:22Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: /* Status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Status Update =&lt;br /&gt;
* [[Savage Worlds for PCGen - September 8, 2013 Update]]&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills. &lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst || In Place || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Functioning&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills), and Edges are in and selectable. Powers in work.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| armor_profs.lst || Complete || It looks like armor proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Armor&amp;quot; proficiency that every piece of armor will get.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || I needed to add a dummy feat to get PCGen to load a saved character but rather than create one on the FEAT file I created a FEAT in the racial ability file.&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| shield_profs.lst || Complete || It looks like shield proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Shield&amp;quot; proficiency that every shield will get.&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working. Not sure what else needs to be done here.&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || Complete || It looks like weapon proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Weapon&amp;quot; proficiency that every weapon will get.&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3478</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3478"/>
		<updated>2013-09-09T04:05:21Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: /* Status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Status Update =&lt;br /&gt;
* [[Savage Worlds for PCGen - September 8, 2013 Update]]&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills. &lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst || In Place || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Functioning&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills), and Edges are in and selectable.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| armor_profs.lst || Complete || It looks like armor proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Armor&amp;quot; proficiency that every piece of armor will get.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || I needed to add a dummy feat to get PCGen to load a saved character but rather than create one on the FEAT file I created a FEAT in the racial ability file.&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| shield_profs.lst || Complete || It looks like shield proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Shield&amp;quot; proficiency that every shield will get.&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working. Not sure what else needs to be done here.&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || Complete || It looks like weapon proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Weapon&amp;quot; proficiency that every weapon will get.&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3477</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3477"/>
		<updated>2013-09-09T03:58:33Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Status Update =&lt;br /&gt;
* [[Savage Worlds for PCGen - September 8, 2013 Update]]&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills. &lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills) entered and selectable. Edges are in and selectable but cost needs to be worked out.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || It looks like armor proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Armor&amp;quot; proficiency that every piece of armor will get.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || It looks like shield proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Shield&amp;quot; proficiency that every shield will get.&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || Complete || It looks like weapon proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple &amp;quot;Weapon&amp;quot; proficiency that every weapon will get.&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Savage_Worlds_for_PCGen_-_September_8,_2013_Update&amp;diff=3476</id>
		<title>Savage Worlds for PCGen - September 8, 2013 Update</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Savage_Worlds_for_PCGen_-_September_8,_2013_Update&amp;diff=3476"/>
		<updated>2013-09-09T03:50:31Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= September 8, 2013, Savage Worlds on PCGen Update =&lt;br /&gt;
&lt;br /&gt;
I thought is might be a good time to provide a status update on a side project I've been working, or not working depending on what else was going on in my life, for something like 5 years. That is building a Savage Worlds Data Set.&lt;br /&gt;
&lt;br /&gt;
First, I have a page on our wiki where I have tried to document some of what I have done and a lot of what I'll mention here will eventually be placed on that page.&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.pcgen.org/PCGen_Support_for_Savage_Worlds Eric's Savage Worlds Project]]&lt;br /&gt;
&lt;br /&gt;
But before I go into where I am technically speaking, let me briefly review where we stand permissions wise . . . &lt;br /&gt;
&lt;br /&gt;
As we had at that time Full Permission for the Deadlands d20 material I figured we might be able to secure permission for the Savage Worlds material so in mid-2008 I sent a request for permission to Pinnacle Entertainment Group. It took a few months but I eventually got a reply from PEG granting permissions. With that in place I set out to build a gamemode. As it has been some time since the initial permissions were recieved, I plan on following up and confirming them.&lt;br /&gt;
&lt;br /&gt;
Lots of time has now passed, which I will skim over as my effort varied in its efficacy depending on what else was going on in my life, but I have at this point made some good progress. This is where the Savage World data set currently stands:&lt;br /&gt;
&lt;br /&gt;
= Savage Worlds GameMode =&lt;br /&gt;
&lt;br /&gt;
The Savage Worlds GameMode is set and seems stable.&lt;br /&gt;
&lt;br /&gt;
''equipmentslots.lst'' - I have not messed with this file yet as it is not clear to me yet which slots Savage Worlds uses. Armor can be placed on various body parts but at the core the torso is what counts. Additionally, current cannon, if there is such, for Savage Worlds is that a humanoid character with two hands and 5 fingers per hand can wear ten rings. One thing has become clear as I lurk on the PEGINC Forums . . . the GM has cart blanche when it comes to modifying the rules. I am just about to the point though were I will be ready to dig into the material to identify what slots are required by the core rules.&lt;br /&gt;
&lt;br /&gt;
level.lst: This file is simple enough as level progression is clearly defined. 5 experience points grants a new level.&lt;br /&gt;
&lt;br /&gt;
''load.lst'' - This file is a little more difficult. Load and encumbrance works differently in SW, as does size. The SIZEMULT and LOAD will need to be worked to finalize the gamemode. One item to note is that PCGen hardcodes the encumbrance designations and it would be very useful for Savage Worlds, and likely any other game system we might want to tackle one day, to decouple these designations. Have the encumbrance levels defined, by designation and level, in the gamemode.&lt;br /&gt;
&lt;br /&gt;
''miscinfo.lst'' - Many of the tags in this file are likely going to be unnecessary for Savage Worlds, though it looks like I will need to include them with dummy information. One thing I will need eventually is to have the disabling of TABs enabled for the new GUI. SW does not use FEATS and I will not be using that tab. It will need to be disabled for the final SW solution.&lt;br /&gt;
&lt;br /&gt;
I also note that the current SW gamemode posts errors relating to ACTYPEs. I haven't worked out how the ACTYPEs can be used for SW so I am not sure how any, if any, can be resolved as I move forward.&lt;br /&gt;
&lt;br /&gt;
Something I may want to explore is to have gamemode specific CONTEXT Help pages, but I'll take a look at that later.&lt;br /&gt;
&lt;br /&gt;
The BASEDICE tags are preliminary. I'll find out as I move forward if they are going to be useful and if so if they are set right.&lt;br /&gt;
&lt;br /&gt;
Weapon Types seem like they will not be useful, though damage type might be.&lt;br /&gt;
&lt;br /&gt;
Wield category does not seem to be used in SW. I'll know more as I move into the combat aspects of SW.&lt;br /&gt;
&lt;br /&gt;
One big difference between d20 and SW is that the stats and skill ranks are identified as dice sizes. This is currently working in the gamemode and basic set so far, though it will require OS specific work arounds to carry the concept throughout. It is not clear if there is anything that could be done code wise to help here.&lt;br /&gt;
&lt;br /&gt;
As of right now all ability categories are defined in the data set itself. This may not change.&lt;br /&gt;
&lt;br /&gt;
I have created a preliminary troubleshooting OS to help while codiing. I might need help creating a full Preview OS, though I'll hold off for a bit before making any specific requests. (This might give me the opportunity to learn to build OSes.) I am also working on a summary sheet for the summary tab.&lt;br /&gt;
&lt;br /&gt;
''paperinfo.lst'' - This file is unchanged&lt;br /&gt;
&lt;br /&gt;
''pointbuymethods_system.lst'' - The content of this file has been commented out and does not seem to effect the operation of PCGen. This gamemode starts the character out with a &amp;quot;d4&amp;quot; dice, value of &amp;quot;1&amp;quot;, with 5 points provided for stat increases. This is done through an ability pool.&lt;br /&gt;
&lt;br /&gt;
''rules.ls'' -: All rules have been disabled for now. As I move forward I will assess which, if any, need to be re-enabled, or if any new rules need to be added.&lt;br /&gt;
&lt;br /&gt;
''sizeadustment.lst'' - This file has been left alone for now but as I move forward and begin to activate AC and other aspects of the game system I will reassess. I do not know if this this file is criticale or if it can be disabled altogether.&lt;br /&gt;
&lt;br /&gt;
''statsandchecks.lst'' - Five different stats are defined and working as expected for now.&lt;br /&gt;
&lt;br /&gt;
''tips.lst'' - File left as is for now.&lt;br /&gt;
&lt;br /&gt;
= Base Data Set: Savage Worlds Deluxe =&lt;br /&gt;
&lt;br /&gt;
This set relies heavily on the ability object to make things work. As an example, I use the Skill object simply to track and display the skill ranks. Ranks are actually granted through abilities using the BONUS:SKILLRANK tag.&lt;br /&gt;
&lt;br /&gt;
Proficiencies are not specifically used in SW so I have created a basic Armor, Shield, and Weapon proficiency. Equipment will have types that will be used as needed to implement combat bonuses or in support of other utilization effects. One problem I'll have to address is for weapon damage. In general damage is calculted by adding the STR bonus to the damage die roll, but not all weapons get the STR damage. SW standard practice is to identify the damage as such: Str+1d4. This will not work for the DAMAGE tag on equipment. I will explore using an EQMOD to identify when the STR is used and when it is not.&lt;br /&gt;
&lt;br /&gt;
A note on EQMODS. Not sure yet if these will be used any differently than in d20 systems.&lt;br /&gt;
&lt;br /&gt;
All Attribute (Stat), Skill, Hindrances, and Edge abilities have been created and can be added as required for the creation of an SW character. The crunch has not been added to the Hindrance and Edge abilities yet as that will require the combat and other miscelaneous rules crunch be in place.&lt;br /&gt;
&lt;br /&gt;
At this time I do not plan on using the spell.lst file in the SW data set. As with stats and skills, spells will be implemented using the ability object. Is ther a way to differentiate between the various ability objects in te Temp Bonus display?&lt;br /&gt;
&lt;br /&gt;
As of right now I have included only the &amp;quot;Human&amp;quot; race. I will be adding the core races after I get the core equipment input. After that I will be adding the Bestiary.&lt;br /&gt;
&lt;br /&gt;
Finally, archetypes should be able to be set up using kits, and these will likely be one of the last things I set up.&lt;br /&gt;
&lt;br /&gt;
Other Savage Worlds Sources&lt;br /&gt;
&lt;br /&gt;
Once the core rules are up and running I will be working on the following sets, the order of which will depend upon what I feel like playing with at the time:&lt;br /&gt;
&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Power Companion&lt;br /&gt;
# Necessary Evil&lt;br /&gt;
# The Savage World of Soloman Kane&lt;br /&gt;
# Space 1889&lt;br /&gt;
# Deadlands&lt;br /&gt;
# Rippers&lt;br /&gt;
&lt;br /&gt;
One additional difficulty on the core set will be setting it up for genre support. As the SW Deluxe is laid out it supports fantasy, modern, pulp, horror, super-power, and many other genres. It might become easier once I start working on the companion books as well as the setting specific books, but I plan on creating specific campaign files for each genre specific data elements from the core set, as well as a campaign file for everything all at the same time, though I may wait until the companion books are done.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Eric C Smith, PCGen Doc 2nd&amp;lt;br&amp;gt;&lt;br /&gt;
PR/PL/Adv/Lic Chimp, Data/Doc Chimp&amp;lt;br&amp;gt;&lt;br /&gt;
Release/Tracker Gibbon, Web Tamarin&amp;lt;br&amp;gt;&lt;br /&gt;
aka. Maredudd, Tenacious Monkey&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=Savage_Worlds_for_PCGen_-_September_8,_2013_Update&amp;diff=3475</id>
		<title>Savage Worlds for PCGen - September 8, 2013 Update</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=Savage_Worlds_for_PCGen_-_September_8,_2013_Update&amp;diff=3475"/>
		<updated>2013-09-09T03:47:06Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: Created page with &amp;quot;= September 8, 2013, Savage Worlds on PCGen Update =  I thought is might be a good time to provide a status update on a side project I've been working, or not working dependin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= September 8, 2013, Savage Worlds on PCGen Update =&lt;br /&gt;
&lt;br /&gt;
I thought is might be a good time to provide a status update on a side project I've been working, or not working depending on what else was going on in my life, for something like 5 years. That is building a Savage Worlds Data Set.&lt;br /&gt;
&lt;br /&gt;
First, I have a page on our wiki where I have tried to document some of what I have done and a lot of what I'll mention here will eventually be placed on that page.&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.pcgen.org/PCGen_Support_for_Savage_Worlds Eric's Savage Worlds Project]]&lt;br /&gt;
&lt;br /&gt;
But before I go into where I am technically speaking, let me briefly review where we stand permissions wise . . . &lt;br /&gt;
&lt;br /&gt;
As we had at that time Full Permission for the Deadlands d20 material I figured we might be able to secure permission for the Savage Worlds material so in mid-2008 I sent a request for permission to Pinnacle Entertainment Group. It took a few months but I eventually got a reply from PEG granting permissions. With that in place I set out to build a gamemode. As it has been some time since the initial permissions were recieved, I plan on following up and confirming them.&lt;br /&gt;
&lt;br /&gt;
Lots of time has now passed, which I will skim over as my effort varied in its efficacy depending on what else was going on in my life, but I have at this point made some good progress. This is where the Savage World data set currently stands:&lt;br /&gt;
&lt;br /&gt;
= Savage Worlds GameMode =&lt;br /&gt;
&lt;br /&gt;
The Savage Worlds GameMode is set and seems stable.&lt;br /&gt;
&lt;br /&gt;
''equipmentslots.lst'' - I have not messed with this file yet as it is not clear to me yet which slots Savage Worlds uses. Armor can be placed on various body parts but at the core the torso is what counts. Additionally, current cannon, if there is such, for Savage Worlds is that a humanoid character with two hands and 5 fingers per hand can wear ten rings. One thing has become clear as I lurk on the PEGINC Forums . . . the GM has cart blanche when it comes to modifying the rules. I am just about to the point though were I will be ready to dig into the material to identify what slots are required by the core rules.&lt;br /&gt;
&lt;br /&gt;
level.lst: This file is simple enough as level progression is clearly defined. 5 experience points grants a new level.&lt;br /&gt;
&lt;br /&gt;
''load.lst'' - This file is a little more difficult. Load and encumbrance works differently in SW, as does size. The SIZEMULT and LOAD will need to be worked to finalize the gamemode. One item to note is that PCGen hardcodes the encumbrance designations and it would be very useful for Savage Worlds, and likely any other game system we might want to tackle one day, to decouple these designations. Have the encumbrance levels defined, by designation and level, in the gamemode.&lt;br /&gt;
&lt;br /&gt;
''miscinfo.lst'' - Many of the tags in this file are likely going to be unnecessary for Savage Worlds, though it looks like I will need to include them with dummy information. One thing I will need eventually is to have the disabling of TABs enabled for the new GUI. SW does not use FEATS and I will not be using that tab. It will need to be disabled for the final SW solution.&lt;br /&gt;
&lt;br /&gt;
I also note that the current SW gamemode posts errors relating to ACTYPEs. I haven't worked out how the ACTYPEs can be used for SW so I am not sure how any, if any, can be resolved as I move forward.&lt;br /&gt;
&lt;br /&gt;
Something I may want to explore is to have gamemode specific CONTEXT Help pages, but I'll take a look at that later.&lt;br /&gt;
&lt;br /&gt;
The BASEDICE tags are preliminary. I'll find out as I move forward if they are going to be useful and if so if they are set right.&lt;br /&gt;
&lt;br /&gt;
Weapon Types seem like they will not be useful, though damage type might be.&lt;br /&gt;
&lt;br /&gt;
Wield category does not seem to be used in SW. I'll know more as I move into the combat aspects of SW.&lt;br /&gt;
&lt;br /&gt;
One big difference between d20 and SW is that the stats and skill ranks are identified as dice sizes. This is currently working in the gamemode and basic set so far, though it will require OS specific work arounds to carry the concept throughout. It is not clear if there is anything that could be done code wise to help here.&lt;br /&gt;
&lt;br /&gt;
As of right now all ability categories are defined in the data set itself. This may not change.&lt;br /&gt;
&lt;br /&gt;
I have created a preliminary troubleshooting OS to help while codiing. I might need help creating a full Preview OS, though I'll hold off for a bit before making any specific requests. (This might give me the opportunity to learn to build OSes.) I am also working on a summary sheet for the summary tab.&lt;br /&gt;
&lt;br /&gt;
''paperinfo.lst'' - This file is unchanged&lt;br /&gt;
&lt;br /&gt;
''pointbuymethods_system.lst'' - The content of this file has been commented out and does not seem to effect the operation of PCGen. This gamemode starts the character out with a &amp;quot;d4&amp;quot; dice, value of &amp;quot;1&amp;quot;, with 5 points provided for stat increases. This is done through an ability pool.&lt;br /&gt;
&lt;br /&gt;
''rules.ls'' -: All rules have been disabled for now. As I move forward I will assess which, if any, need to be re-enabled, or if any new rules need to be added.&lt;br /&gt;
&lt;br /&gt;
''sizeadustment.lst'' - This file has been left alone for now but as I move forward and begin to activate AC and other aspects of the game system I will reassess. I do not know if this this file is criticale or if it can be disabled altogether.&lt;br /&gt;
&lt;br /&gt;
''statsandchecks.lst'' - Five different stats are defined and working as expected for now.&lt;br /&gt;
&lt;br /&gt;
''tips.lst'' - File left as is for now.&lt;br /&gt;
&lt;br /&gt;
= Base Data Set: Savage Worlds Deluxe =&lt;br /&gt;
&lt;br /&gt;
This set relies heavily on the ability object to make things work. As an example, I use the Skill object simply to track and display the skill ranks. Ranks are actually granted through abilities using the BONUS:SKILLRANK tag.&lt;br /&gt;
&lt;br /&gt;
Proficiencies are not specifically used in SW so I have created a basic Armor, Shield, and Weapon proficiency. Equipment will have types that will be used as needed to implement combat bonuses or in support of other utilization effects. One problem I'll have to address is for weapon damage. In general damage is calculted by adding the STR bonus to the damage die roll, but not all weapons get the STR damage. SW standard practice is to identify the damage as such: Str+1d4. This will not work for the DAMAGE tag on equipment. I will explore using an EQMOD to identify when the STR is used and when it is not.&lt;br /&gt;
&lt;br /&gt;
A note on EQMODS. Not sure yet if these will be used any differently than in d20 systems.&lt;br /&gt;
&lt;br /&gt;
All Attribute (Stat), Skill, Hindrances, and Edge abilities have been created and can be added as required for the creation of an SW character. The crunch has not been added to the Hindrance and Edge abilities yet as that will require the combat and other miscelaneous rules crunch be in place.&lt;br /&gt;
&lt;br /&gt;
At this time I do not plan on using the spell.lst file in the SW data set. As with stats and skills, spells will be implemented using the ability object. Is ther a way to differentiate between the various ability objects in te Temp Bonus display?&lt;br /&gt;
&lt;br /&gt;
As of right now I have included only the &amp;quot;Human&amp;quot; race. I will be adding the core races after I get the core equipment input. After that I will be adding the Bestiary.&lt;br /&gt;
&lt;br /&gt;
Finally, archetypes should be able to be set up using kits, and these will likely be one of the last things I set up.&lt;br /&gt;
&lt;br /&gt;
Other Savage Worlds Sources&lt;br /&gt;
&lt;br /&gt;
Once the core rules are up and running I will be working on the following sets, the order of which will depend upon what I feel like playing with:&lt;br /&gt;
&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Power Companion&lt;br /&gt;
# Necessary Evil&lt;br /&gt;
# The Savage World of Soloman Kane&lt;br /&gt;
# Space 1889&lt;br /&gt;
# Deadlands&lt;br /&gt;
# Rippers&lt;br /&gt;
&lt;br /&gt;
One additional difficulty on the core set will be setting it up for genre support. As the SW Deluxe is laid out it supports fantasy, modern, pulp, horror, super-power, and many other genres. It might become easier once I start working on the companion books as well as the setting specific books, but I plan on creating specific campaign files for each genre specific data elements from the core set, as well as a campaign file for everything all at the same time, though I may wait until the companion books are done.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Eric C Smith, PCGen Doc 2nd &lt;br /&gt;
PR/PL/Adv/Lic Chimp, Data/Doc Chimp &lt;br /&gt;
Release/Tracker Gibbon, Web Tamarin &lt;br /&gt;
aka. Maredudd, Tenacious Monkey&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3474</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3474"/>
		<updated>2013-09-09T03:37:12Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Status Update =&lt;br /&gt;
* [[Savage Worlds for PCGen - September 8, 2013 Update]]&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills. &lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills) entered and selectable. Edges are in and selectable but cost needs to be worked out.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3473</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3473"/>
		<updated>2013-09-09T03:31:36Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Status Update =&lt;br /&gt;
* [[September 8, 2013 Update]]&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills. &lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills) entered and selectable. Edges are in and selectable but cost needs to be worked out.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3472</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3472"/>
		<updated>2013-09-09T03:31:00Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Status Update =&lt;br /&gt;
* [September 8, 2013 Update]&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills. &lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills) entered and selectable. Edges are in and selectable but cost needs to be worked out.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3471</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3471"/>
		<updated>2013-09-09T03:30:46Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Status Update =&lt;br /&gt;
* [September 8, 2013 Update\&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills. &lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills) entered and selectable. Edges are in and selectable but cost needs to be worked out.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3470</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3470"/>
		<updated>2013-09-09T03:29:10Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Status Update =&lt;br /&gt;
* September 8, 2013 Update&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills. &lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills) entered and selectable. Edges are in and selectable but cost needs to be worked out.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3464</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3464"/>
		<updated>2013-09-05T04:13:11Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: /* Status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills. &lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills) entered and selectable. Edges are in and selectable but cost needs to be worked out.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3463</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3463"/>
		<updated>2013-09-03T06:04:45Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: /* Specific Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills. &lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the gameMode files started but not tested yet and am starting on the Skills and Abilities LST files.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills) entered and selectable. Edges are in and selectable but cost needs to be worked out.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3462</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3462"/>
		<updated>2013-09-03T06:02:35Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: /* Status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet&lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the gameMode files started but not tested yet and am starting on the Skills and Abilities LST files.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Hindrances and Traits (attributes and skills) entered and selectable. Edges are in and selectable but cost needs to be worked out.&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object.&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3455</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3455"/>
		<updated>2013-08-19T21:13:50Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet&lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the gameMode files started but not tested yet and am starting on the Skills and Abilities LST files.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Preliminary Hindrances, Traits (attributes and skills) and most Edges in place&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works and grants initial traits&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3454</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3454"/>
		<updated>2013-08-19T21:12:19Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', '&amp;quot;Necessary Evil&amp;quot;', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet&lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the gameMode files started but not tested yet and am starting on the Skills and Abilities LST files.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Preliminary Hindrances, Traits (attributes and skills) and most Edges in place&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works and grants initial traits&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3452</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3452"/>
		<updated>2013-08-14T07:47:10Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', &amp;quot;Necessary Evil&amp;quot;, '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet&lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the gameMode files started but not tested yet and am starting on the Skills and Abilities LST files.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || Working || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Preliminary Hindrances, Traits (attributes and skills) and most Edges in place&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || in Work || Preliminary categories done and working&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Class works and grants initial traits&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Had to include one language to squash log errors&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place and working mostly&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
	<entry>
		<id>http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3451</id>
		<title>PCGen Support for Savage Worlds</title>
		<link rel="alternate" type="text/html" href="http://159.203.101.162/w/index.php?title=PCGen_Support_for_Savage_Worlds&amp;diff=3451"/>
		<updated>2013-08-14T01:54:40Z</updated>

		<summary type="html">&lt;p&gt;Maredudd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Hi Folks! Maredudd here!&lt;br /&gt;
&lt;br /&gt;
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.&lt;br /&gt;
&lt;br /&gt;
= Team =&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Data Monkey&lt;br /&gt;
| [[Eric C Smith | Maredudd]]&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | OS Monkey &lt;br /&gt;
| [[LegacyKing | Andrew Maitland]] for some stuff&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Schedule =&lt;br /&gt;
There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are  focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.&lt;br /&gt;
&lt;br /&gt;
= Approach =&lt;br /&gt;
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of &amp;quot;The Savage World of Solomon Kane&amp;quot;, '''Red Sands''', &amp;quot;Necessary Evil&amp;quot;, '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:&lt;br /&gt;
&lt;br /&gt;
# Red Sands&lt;br /&gt;
# Fantasy Companion&lt;br /&gt;
# Horror Companion&lt;br /&gt;
# Super Powers Companion and Necessary Evil&lt;br /&gt;
# The Savage World of Solomon Kane&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.&lt;br /&gt;
&lt;br /&gt;
= Challenges =&lt;br /&gt;
A few challenges exist that will need to be tackled. (Others will be added as identified.)&lt;br /&gt;
== General Questions ==&lt;br /&gt;
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?&lt;br /&gt;
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.&lt;br /&gt;
* What new LST Tag/OS Token support is required?&lt;br /&gt;
* What GUI modifications are required?&lt;br /&gt;
== Specific Challenges ==&lt;br /&gt;
* Traits include both &amp;quot;Attributes&amp;quot; and &amp;quot;Skills&amp;quot;:&lt;br /&gt;
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.&lt;br /&gt;
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.&lt;br /&gt;
** Derived attributes include Charisma, Pace, Parry, and Toughness.&lt;br /&gt;
** Skills will be implemented with a combination of the &amp;quot;skill&amp;quot; object to track the RANK and the &amp;quot;ability&amp;quot; object to handle advancement.&lt;br /&gt;
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the &amp;quot;Fighting&amp;quot; skill from d6 to d8 costs 1 point if the &amp;quot;Agility&amp;quot; attribute is d8 or greater but costs two points if it is d6 or less.)&lt;br /&gt;
*** This is being implemented as a pair of &amp;quot;Trait Advances&amp;quot; (TA) with a PREVAR looking at the skill &amp;quot;RANK&amp;quot; and the relevant attribute. One TA will cost one point, the other will cost two.&lt;br /&gt;
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.&lt;br /&gt;
* Savage Worlds is a classless system, at least the core is, so I will be creating a &amp;quot;Generic Class&amp;quot; that will form the foundation of all characters.&lt;br /&gt;
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.&lt;br /&gt;
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.&lt;br /&gt;
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.&lt;br /&gt;
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to &amp;quot;CL/5+1&amp;quot; and using an &amp;quot;ability&amp;quot; that grants templates for each &amp;quot;Rank&amp;quot; at the appropriate levels.&lt;br /&gt;
*** Example: &amp;lt;code&amp;gt;TEMPLATE:Novice|PREVAREQ:lvlRank,1 &amp;lt;tab&amp;gt; TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 &amp;lt;tab&amp;gt; TEMPLATE:Veteran|PREVAREQ|lvlRank,3 &amp;lt;tab&amp;gt; TEMPLATE:Heroic|PREVAREQ:lvlRank,4 &amp;lt;tab&amp;gt; TEMPLATE:Legendary|PREVAREQ|lvlRank,5&amp;lt;/code&amp;gt;&lt;br /&gt;
* Output Sheets:&lt;br /&gt;
** Development/Test Sheet&lt;br /&gt;
** Character Sheet&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
I have the gameMode files started but not tested yet and am starting on the Skills and Abilities LST files.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''GameMode Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| equipmentslots.lst ||  || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules&lt;br /&gt;
|-&lt;br /&gt;
| level.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| load.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| miscinfo.lst || In Work || Still working out what MUST be included to make a valid gamemode&lt;br /&gt;
|-&lt;br /&gt;
| paperInfo.lst || Complete || No Change Required&lt;br /&gt;
|-&lt;br /&gt;
| pointbuymethod.lst || Complete || Untested&lt;br /&gt;
|-&lt;br /&gt;
| sizeAdjustment.lst || In Work || Not sure how size works in Savage World&lt;br /&gt;
|-&lt;br /&gt;
| statsandchecks.lst || In Work || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ align=&amp;quot;left&amp;quot; | '''Data Files'''&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | LST File !! align=&amp;quot;left&amp;quot; | Status !! align=&amp;quot;left&amp;quot; | Comment&lt;br /&gt;
|- &lt;br /&gt;
| ability.lst || In Work || Preliminary Hindrances, Traits (skill) and most Edges in place&lt;br /&gt;
|-&lt;br /&gt;
| abilitycategory.lst || In Work || Preliminary categories done&lt;br /&gt;
|-&lt;br /&gt;
| class.lst || In Work || Lots to do, and figure out, here&lt;br /&gt;
|-&lt;br /&gt;
| companionmods.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| deities.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| domains.lst || N/A || At least for now&lt;br /&gt;
|-&lt;br /&gt;
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| feats.lst || N/A || All class features are being developed using the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| languages.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working&lt;br /&gt;
|-&lt;br /&gt;
| skills.lst || In Work || Preliminary skills in place&lt;br /&gt;
|-&lt;br /&gt;
| spells.lst || On Hold || Not sure if this file will be required or if &amp;quot;spells&amp;quot; will be implemented with the &amp;quot;ability&amp;quot; object&lt;br /&gt;
|-&lt;br /&gt;
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| weaponprofs.lst || On Hold || Will implement after I get the core gamemode and character development working&lt;br /&gt;
|-&lt;br /&gt;
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roadmap =&lt;br /&gt;
This is the collection of trackers opened in support of this effort.&lt;br /&gt;
&lt;br /&gt;
== Development Specs ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
|  || TBD || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature Requests ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Link !! align=&amp;quot;left&amp;quot; | Title !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [https://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1328300&amp;amp;group_id=25576&amp;amp;atid=384722 1328300] || Variables that can hold text || '''Open'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maredudd</name></author>
		
	</entry>
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