Magic Item Cost issue

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http://jira.pcgen.org/browse/DATA-2

Magic Item Cost - An ongoing issue for Data/Code since the rules are loose guidelines.

However, we can make efforts to be as close as possible.

Here the bonuses for a typical weapon:

  • BONUS:ITEMCOST|TYPE=Ammunition|40*PLUSTOTAL*PLUSTOTAL
  • BONUS:ITEMCOST|TYPE=Weapon|2000*HEADPLUSTOTAL*HEADPLUSTOTAL
  • BONUS:ITEMCOST|TYPE=Ammunition|6|!PRETYPE:1,EQMODTYPE=MasterworkQuality
  • BONUS:ITEMCOST|TYPE=Weapon|300|!PRETYPE:1,EQMODTYPE=MasterworkQuality

Armor has something similar. Those work nicely. But then we leave this next group, the one I think is the trouble spot, to straight values

  • |Ability Bonus (Enhancement) COST:(1000*%CHOICE*%CHOICE)
  • |Armor Bonus (Enhancement) COST:(1000*%CHOICE*%CHOICE)
  • |Bonus Spell COST:(1000*(max(%CHOICE,1))*(max(%CHOICE,(1/2))))
  • |AC Bonus (Deflection) COST:(2000*%CHOICE*%CHOICE)
  • |AC Bonus (Luck) COST:(2500*%CHOICE*%CHOICE)
  • |AC Bonus (Insight) COST:(2500*%CHOICE*%CHOICE)
  • |AC Bonus (Sacred) COST:(2500*%CHOICE*%CHOICE)
  • |AC Bonus (Profane) COST:(2500*%CHOICE*%CHOICE)
  • |AC Bonus (Other) COST:(2500*%CHOICE*%CHOICE)
  • |Natural Armor Bonus (Enhancement) COST:(2000*%CHOICE*%CHOICE)
  • |Save Bonus (Resistance) COST:(1000*%CHOICE*%CHOICE)
  • |Save Bonus (Luck) COST:(2500*%CHOICE*%CHOICE)
  • |Save Bonus (Insight) COST:(2500*%CHOICE*%CHOICE)
  • |Save Bonus (Sacred) COST:(2500*%CHOICE*%CHOICE)
  • |Save Bonus (Profane) COST:(2500*%CHOICE*%CHOICE)
  • |Save Bonus (Other) COST:(2500*%CHOICE*%CHOICE)
  • |Skill Bonus (Competence) COST:(100*%CHOICE*%CHOICE)
  • |Spell Resistance COST:10000*(%CHOICE-12)

The main problem, which I think is easy to now see, is that we have only what we apply to the equipment, no controller per se. Since the affinity is "Is this item Slotless" or "Is this item not for the affinity" is when the 1.5x or 2x comes into play. Also, the 1.5x applies to Second items, not something to easily track.

Solutions:

  1. New Formula Parser will make grabbing COST values easier.
  2. We need to have better type control, which means we should separate out each bonus into BASE (Correct slot), 1.5x (Wrong Slot) or 2x (Slotless) - this would be better if we had the proposed EQUIPMOD to just assign the correct MOD based upon item TYPE.